1914

1914: The First World War is a modification focusing on the years 1897 - 1925, and the events leading up to and including WWI, also known as "The Great War" and "The War to End all Wars". Other scenarios remain available.

A brief history...

Version 0.1 was released on 25th April 2006, and Version 0.4, was released on 30th June 2007, making the mod available for the official expansion of HoI II, Doomsday , as well. Things and pace began to pick up once again in the waining months of '07, with a 0.41 release in late January on the 21st of that month and 0.42 out officially as of 22/03/2008.

Synopsis:

Extensive work and progress have been made towards the 1911 and especially 1897 scenarios during this time, including balancing tweaks, new events and overall accuracy. 1914 includes extensive modding of events, graphics, AI and country data from the original HoI2 and HoI2:Doomsday, which is based on WWII, into a WWI atmosphere.


Campaign Scenarios

Battle Scenarios


A.E.I.O.U.

The end of the Great War brought with it the end of the age of monarchies. In Russia, Germany, Austria-Hungary, Turkey, and Serbia, ruling houses were overthrown and new governments installed in their place. But those new governments were not always stable and were themselves subject to opposition, and in some cases rebellion.

How might history have been different if, in the defeated Central Powers, the emperors had returned? Play A.E.I.O.U., a modification of Hearts of Iron 2, and find out. Can you lead Austria to reclaim her lost glory?.

AI Behaviour

Template:Anthology

AI Capabilities

For the most part, the AI plays by the exact same rules as the player. Any exceptions to this rule are done to make it possible for the AI to have a chance to compete against a human, especially in the areas of intuition and planning. For example, the planning necessary to conduct a successful amphibious invasion is extraordinarily complex, thus it was necessary to not have range limitations on AI navies. Similarly, since the AI is certain to be incapable of anticipating tactical movements and maneuvers, the ability to see all troops is a necessary step to level the playing field. This is a way of ensuring to keep the player "honest": e.g. any unescorted transports are sure to be attacked as a result, in addition to single HQ units sure to being bombed.

Strengths

Weaknesses

  1. General Tactics: Only uses the intelligence system for tech team and production delays (DD & ARMA only)
  2. General Tactics: Very poor at executing or defending against encirclements
  3. General Tactics: Does not give sufficient priority to protecting supply lines
  4. General Tactics: Poor execution of amphibious landings
  5. General Tactics: Does not co-ordinate unit arrival for offensives; thus small groups of units arrive over time, making AI extremely vulnerable to counter-attacks
  6. General Tactics: After losing a province, the AI will continue to trickle in units so long as it still controls the province, potentially creating a verdun effect
  7. General Tactics: Does not use nuclear weapons, build reactors, nor respond to their use appropriately ( Further Reading )
  8. Air Force: Rebases most aircraft immediately after a game is loaded
  9. Air Force: Does not properly defend bombers
  10. Air Force: Uses fighters only for perimeter defense. Does not use fighters in response to enemy bombing of land units, navies, or strategic attacks.
  11. Navy: Does not break away from losing naval engagements.
  12. Economy: Imperfect trading decisions
  13. Production: Does not properly utilize serial runs of units
  14. Production: Does not always build most effective units

AI Houserules

Exploiting AI weaknesses is known as being gamey or unfair to the AI. For this reason, some players use "house rules" to ensure better gameplay balance and challenge:

AI File Documentation

the file ../ai/ai_file_doc.txt lists some very basic information on the contents of the .ai files used by the game.

switch = [yes/no]
The default value is yes. If set to no, the AI will not automatically be changed to an AI file created for specific behavior that may be appropriate to the current game year. Changing the AI can be event scripted, which may make this command useful under appropriate conditions. Starting with Doomsday, ai_switches are no longer used, the AI_XXX.ai event files are the only ones used now.
flags = { }
described as "Inter-Agent distribution variables". These appear to be variables that multiple AI files are aware of when they are set.
claim_acceptance = [percentage value]
Modifies the chance that the country for which the AI is being defined will accept a "demand claim" diplomatic action.
demand_claims = { [country tag list] }
Countries that the AI will attempt to demand claims of if they control any core provinces.
liberate = { [country tag list] }
countries that will be liberated as puppets if the AI controls its territory.

AI Types

Basically, there are several different AI definitions.

Garrison AI

Invasion AI

The Invasion AI is in charge of invading beaches. It pulls troops from the Garrison AI always, *never* the Front AI. The invasion AI takes into account troops currently on the beach when it invades.

Front AI

When troops are in a province with an enemy adjacent, these troops become part of the Front AI and are used to defend the border against the enemy.

Don't confuse front ratio with combat odds. Combat Odds are calculated using forces from all hexes near the target hex. Front Ratio is what the AI tries to strive on a hex per hex basis against his opponent.

When the AI shuffles his troops around a lot is because with a 4.0 ratio, every hex on his front is SCREAMING for more troops so he keeps shuffling everything. With a 1.0 or 1.2 range he settles down and digs in. Results have been VERY promising and has made it harder on the betas to advance against the enemy.

Front Distribution

Defensive
AI tries to keep an even line but will place heavier concentrations where he sees VP areas and bases
Offensive
The AI will mass troops in mainly pocketed areas where the enemy is week to prepare for attacks. Careful AI has a tendency to leave holes in his line
Reactive
AI will shift his forces to where the enemy is mainly concentrated at. If you use this in conjunction with the max front ratio the results are pretty decent for shoving the enemy aside.
OP_Defensive
Just like Defensive but the AI will look at how many retreat routes he has from the hex and will put less troops into it based on the retreat routes.
Even
Keeps a solid line front and tries to make each hex have equal amount of divisions

Front Odds Calculations

In HoI2 v1.2, the AI now evaluates the penalties of different terrains and weather automatically, so all the parameters are set to 1.0. This way, one does not have to worry about the parameters being inappropriate in different weather conditions:

strength = 1.0 
organisation      = 1.0 
soft_attack      = 1.0 
hard_attack      = 1.0 
ground_defense      = 1.0 
dig_in           = 1.0 # Against defender 
 
frozen_attack      = 1.0 
snow_attack      = 1.0 
blizzard_attack = 1.0 
storm_attack      = 1.0 
muddy_attack      = 1.0 
jungle_attack      = 1.0 
mountain_attack = 1.0 
swamp_attack      = 1.0 
forest_attack      = 1.0 
hill_attack      = 1.0 
urban_attack      = 1.0 
river           = 1.0 

The modder can change any of these variables, and they will still work, however, it is not recommended, since the AI reads straight from the modifier files.

Expeditionary Forces

HOI2 v1.0 - 1.3: The AI doesn't give expeditionary forces to human countries, they only give to other AI countries. In addition, expeditionary forces can only go to the country that controls the front, which is normally the largest power on that front.

HOI2DD & ARMA: The AI regularly provides expeditionary forces to human controlled nations, much to the dismay of most players! :)

Naval AI

Air AI

Construction AI

Diplomacy AI

Please note that the Diplomatic AI is unable to annex a country if the money is under zero.

Lack of money seems to sleep the diplomatic AI, which could be problematic for proper triggering of the AI.

For example, Germany lacking money would be unable to annex Poland (even if it has been fully conquered) hence the next AI couldn't trigger as one of the condition for triggering is not exists = POL.

In that case, since Poland has not been annexed, the next AI won't trigger

Armageddon

Hearts of Iron 2 Armageddon (HOI2 ARMA), is a booster pack for the HOI2 Doomsday game.

New Features

New Options

Abyss and Armageddon Explained

Both these scenarios are in a fantasy setting of which each of the 18 countries have a base IC of 200, although various modifiers change from country to country, all have similar IC except for the 19th country, Tannu Tavu which is put in for a hefty challenge for anyone willing. In terms of ministers and tech teams, and AI, it seems to revolve around the respective countries in normal HoI. For instance Prussia has predominantly German ministers tech teams and AI. It is worth assuming that this scenario was made for a balanced fun multiplayer games.

Although both scenarios are very similar, they are different in that Abyss starts with all countries at peace and in no sort of alliance while Armageddon throws the players into an all out brawl between 3 ideological alliances. Here are the alliances :

Axis - Nationalist Socialist

Allies - Market Liberal

Comintern - Stalinist

Abbreviations

Contents

The following abbreviations are commonly found in the game and on the official forums.

A

B

C

D

E

F

G

H

I

L

M

N

O

P

R

S

T

W

Afghan Wars

Afghan Wars v1.0 and the Vietnam War v6.0 by FRVP

Compatable with Armagedon and Doomsday. A total of 3 scenarios packaged together with new map, new units, new music, new sprites!

Afghan Wars: Start out in 1988 and proceed though the Soviet withdrawl from Afghanistan, PDPA collapse, tribal warloards anarchy, Taliban period events and September 11th attacks to past the 2003 USA invation of Iraq. Includes all 3 Iraq wars, conflicts in Chechnya, Kurdistan, Somalia, Kashmir and Yemen. Rated 70% historically accurate.

Playable countries: Afghanistan, USSR, PDPA, USA, UK, Saudi Arabia, Pashtun mujahiddin, Pakistan, Iraq, Iran, Hezbe, Jamiet and Al Qaeda. NATO troops are represented.

Also included are Azerbaijan, Kazakhstan, Kyrgyzstan, Georgia, Turkmenistan, Uzbekistan, Tajikistan, Armenia, China, India, Turkey, Syria, Jordan, Yemen, Kawait, Kashmir, Kurdistan, Somalia and Sudan.

The PDPA (Peoples Democaratic Party of Afghanistan) later becomes the Northern Alliance and the Pashtun mujahiddin later becomes the Taliban in 1994. This way, you can play the whole scenario as one of these countries.


Vietnam War: Great historical full-function scenario of the American war in Vietnam 1963 - 1975, with other possible outcomes to certain events. Many rivers, monsoons, jungles and VC guerrilla attacks. Rated 90% historically accurate.

Start out in 1963 with the Diem and Kennedy assasinations and proceed though the many Vietnam era events from the Gulf of Tonkin incident to past the S.A.L.T. treaty in 1975. Nuclear tensions are high with USA, Soviets and China while Laos, Cambodia, Taiwan, and Korea battle with communism. Besides the Vietnam War, Vietnam offers other possible regional conflicts such as another Korean war (technically they are still at war today), the Soviet-China conflict, Malaysia-Indonisian conflict and a China-Taiwan conflict. It also has civil wars for the shaping of government in countries such as Cambodia and Laos which could allow attacks within their neutral territories.

Playable countries: North or South Vietnam, Viet Cong, USA, USSR, China, Thailand, North or South Korea. Also included are Laos, Cambodia, Taiwan, Phillipines, Malaysia and Singapore. Hmong, Australian and New Zealand are represented.


Indian War: A war involving India, Burma, North Vietnam, Thailand, Afghanistan and Pakistan to showcase the 2 modified counties.


Major map change: A total of 60 textured new territories added. The Caspian Sea is now navagatable with ports in Iran and Soviet Union.

25 New Units: Cold-war and post cold-war units including infantry, marine, mountain, HQ, militia, garrison, tanks, aircraft, gunships, subs, drones, missiles, advanced transports and sea mines.

Also 25 units included from the Vietnam Sceanario: Green Beret, AH-1 Cobra, Advanced Supersonic Fighter, Nuclear Sub, M41 Light-Tank, Titan ICBM, ABM, Paladin, Missile Launcher, Attack Helicopters, Advanced Air Cavalry. A grand total of 50 new units!

Technolgies: stealth, night vision, super semiconductors and computers, satellites, jungle warfare and lazer. Basic tech tree perfect for post WW2 scenarios.

Brigades: modern artillery, elite engineers, M42 Duster, M113, rocket launcher, and land mines.

Optional Sprites: M-41 complete sprite, Helicopter movement sprite and other basic 'stand' sprites for Afghanistan, Iraq, Vietnam and USA. (Helicopter cavalry sprite not for WW2)

Optional Music: 85MB, Awesome optional sound track from the Vietnam era ...rated PG!

There are changes or additions to some config, db, minister, leader and tech files. New graphics were added for new units, ministers, leaders and events. A few counters, flags and shields were added. New AI files for all countries involved were added. Mountain and jungle warfare is enhanced. Best played with agressive AI settings.

Made vanilla friendly for Armageddon v1.1 but will work for all with the correct patch. Unzip files to Armaggedon, Doomsday top-level directory. No patch needed for Armageddon.

Requirements: (Not compatable with previous versions) Vietnam6.zip is required, 28 MB. Version 6.0 is the latest. VN6MAP.zip is required, 35 MB (60 additional provinces). Version 6.0 is the latest. DD6patch.zip is required for Doomsday, 100 KB. Version 6.0 is the latest. You will need a no-time-limit fix for your version to go beyond 1964! (Unfortunatley the only time patch I found for ARMG 1.2 and ARMG 1.3 won't let the AI build after 1964. So get version ARMG 1.1 or DD 1.3 for full function play, otherwise there are enough events to still make the game rather enjoyable.)

Thanks to Jamie for his Map Maker, Digoo for his TNW ideas and BeBro, Hilsdorf and Strits1945 for their contributions!

FRVP ~ Creator of Vietnam and Afghan War Scenarios

Enjoy! http://forum.paradoxplaza.com/forum/showthread.php?t=472931

Download link here (Versions after Version 4 are paid for)

Afghanistan

Afghanistan is small mountain nation in central asia. It's neighbours are USSR , British India , Sinkiang and Persia . You have 6 IC but, because your ministers are so damned bad, you can use only 5.

General tips

  1. Defeat your weak enemies in 1936, before they can build up their armies.
  2. Best doctrines for Afghanistan are Mobility Focus/Human Wave, or Firepower Focus/Grand Battle Plan.
  3. Build only infantry and cavalry.
  4. Don't join the Axis. This will lead you to a two front war.

Preview

As you see, Afghanistan is not a very powerful nation. On the contrary, it's between two of the world's greatest nations. But there are a few good things. You have 7 divisions, one of them is normal infantry and another is cavalry. Their strength is low, but that's not a problem. Just reinforce them to 100 strength and you have the most powerful army in central Asia. You don't have many resources, but you get enough resources from your motherland. You have surpluses of energy and you can trade it away for supplies. Your state may be isolated by major powers, but I've played HoI2 over one year, and the AI has never attacked Afghanistan. But most things make your game hard. Your slides suck, but it's not a problem, because you never have to hurry playing Afghanistan. Your government's isolationism makes it a bit difficult to declare wars, because your dissent skyrockets in every DoW. Your ministers are also very bad: Muhammed Zahir is an autocratic charmer , which means -10% IC.

Before war

Preparing your nation for war!

Policies

Your government is extremely bad. Head of state removes -10% IC, security -3% IC and other ministers are useless in war policies. Your sliders also aren't very good for warmaking, because your lobby is almost full dove, and you have zero interventionism. First start moving isolationism-slider towards interventionism. You don't have any ministers you can change to in 1936, but over the next few years you get a few more ministers, and there are some good ones too. Change your minister of security to Carlo Garbasso (prince of terror). He is available in 1938. Always select ministers who increase your IC. You don't care about influencing. You need no friends. Actually, if you join to some alliance this will make you a satellite and your game will be nothing except boring waiting - or it can doom you.

Research and build

You have only one tech team, and it's really bad. Skill level is 1 and components for Human Wave or Grand Battle Plan doctrine. Start researching manufacturing. You have so much manpower that you don't need to take care about it yet. After these research doctrines, go for infantry and cavalry. Also, researching artillery is a good idea. Another good doctrine is Human Wave. It gives high morale, but synchronize publication of Human Wave to peace time, because it lowers your organization -10.

You have to build 'normal' infantry units, which forms the core of your armies. Militias are also good, because you have so little IC. Build and use cavalry as quick-movement troops, that you can use to encircle enemies, break frontlines etc. But remember, that Afghanistan lacks the IC to fight Blitzkrieg. Put your artillery on militia units, that makes them more powerful.

First expansions

Persia

In 1936, you have these seven divisions. Your neigbours, Sinkiang and Persia, have 3 and 2 divisions. Move all your armies to Afghani-Persian border and same time reinforce all your divisions to 100 strength. Also, build money and when you have enough money, cancel non-agression pact and declare war. USSR and UK have guaranteed Persia, but normally they don't declare war. If they now declare war, start new game. Put your cavalry in one unit and other divisions to 3 divisions corps. Your cavalry can now quickly storm in southern Persia and take southern and western victory points. Infantry will assault to west, capture victory points and then defeat weak Persian forces what are moving to battle. Their organization is low after marching and you probably have 1:6 superiority. Don't fight frontline war in Persia, just take victory points and annex.

Sinkiang

After annexing Persia turn around and move all your troops to Sinkiang border. Your dissent is pretty high after declaration of war, so try low it building consumer goods. Don't wait that all your dissent has gone, because this time Sinkiang build divisions and defeating them will be harder. Declare war when all your divisions are 100 strength and ready to attack. Sinkiang has not very big army and you only can push your forces to Urumqi. Then annex.

Whats next?

You now have have about 10 IC, but you can use only portion of it. Now you have years of time to build up. Build enough consumer goods that your dissent is again zero. You can try to conquer Tibet and Yunnan clique (before Yunnan joins to Chinese united front). Build new divisions and prepare for war...

Against Soviet Union

Germans DoW USSR in 1941. Wait that they conquer all big cities, like Leningrad, Stalingrad, Moscow, Kiev etc. Wait that Red army is almost destroyed and Germans attacking over Ural and Caucasus. Then declare war, right year would be some 1943. If you can take Baku oilfields, it's great thing, but declaring war so early will almost surely condemn you to die. But in Central Asia there's enough to conquer anyway. From Sinkiang you can push on Soviet satellites in Far East.

Afghanistan

Afghanistan is small mountain nation in central asia. It's neighbours are USSR , British India , Sinkiang and Persia . You have 6 IC but, because your ministers are so damned bad, you can use only 5.

General tips

  1. Defeat your weak enemies in 1936, before they can build up their armies.
  2. Best doctrines for Afghanistan are Mobility Focus/Human Wave, or Firepower Focus/Grand Battle Plan.
  3. Build only infantry and cavalry.
  4. Don't join the Axis. This will lead you to a two front war.

Preview

As you see, Afghanistan is not a very powerful nation. On the contrary, it's between two of the world's greatest nations. But there are a few good things. You have 7 divisions, one of them is normal infantry and another is cavalry. Their strength is low, but that's not a problem. Just reinforce them to 100 strength and you have the most powerful army in central Asia. You don't have many resources, but you get enough resources from your motherland. You have surpluses of energy and you can trade it away for supplies. Your state may be isolated by major powers, but I've played HoI2 over one year, and the AI has never attacked Afghanistan. But most things make your game hard. Your slides suck, but it's not a problem, because you never have to hurry playing Afghanistan. Your government's isolationism makes it a bit difficult to declare wars, because your dissent skyrockets in every DoW. Your ministers are also very bad: Muhammed Zahir is an autocratic charmer , which means -10% IC.

Before war

Preparing your nation for war!

Policies

Your government is extremely bad. Head of state removes -10% IC, security -3% IC and other ministers are useless in war policies. Your sliders also aren't very good for warmaking, because your lobby is almost full dove, and you have zero interventionism. First start moving isolationism-slider towards interventionism. You don't have any ministers you can change to in 1936, but over the next few years you get a few more ministers, and there are some good ones too. Change your minister of security to Carlo Garbasso (prince of terror). He is available in 1938. Always select ministers who increase your IC. You don't care about influencing. You need no friends. Actually, if you join to some alliance this will make you a satellite and your game will be nothing except boring waiting - or it can doom you.

Research and build

You have only one tech team, and it's really bad. Skill level is 1 and components for Human Wave or Grand Battle Plan doctrine. Start researching manufacturing. You have so much manpower that you don't need to take care about it yet. After these research doctrines, go for infantry and cavalry. Also, researching artillery is a good idea. Another good doctrine is Human Wave. It gives high morale, but synchronize publication of Human Wave to peace time, because it lowers your organization -10.

You have to build 'normal' infantry units, which forms the core of your armies. Militias are also good, because you have so little IC. Build and use cavalry as quick-movement troops, that you can use to encircle enemies, break frontlines etc. But remember, that Afghanistan lacks the IC to fight Blitzkrieg. Put your artillery on militia units, that makes them more powerful.

First expansions

Persia

In 1936, you have these seven divisions. Your neigbours, Sinkiang and Persia, have 3 and 2 divisions. Move all your armies to Afghani-Persian border and same time reinforce all your divisions to 100 strength. Also, build money and when you have enough money, cancel non-agression pact and declare war. USSR and UK have guaranteed Persia, but normally they don't declare war. If they now declare war, start new game. Put your cavalry in one unit and other divisions to 3 divisions corps. Your cavalry can now quickly storm in southern Persia and take southern and western victory points. Infantry will assault to west, capture victory points and then defeat weak Persian forces what are moving to battle. Their organization is low after marching and you probably have 1:6 superiority. Don't fight frontline war in Persia, just take victory points and annex.

Sinkiang

After annexing Persia turn around and move all your troops to Sinkiang border. Your dissent is pretty high after declaration of war, so try low it building consumer goods. Don't wait that all your dissent has gone, because this time Sinkiang build divisions and defeating them will be harder. Declare war when all your divisions are 100 strength and ready to attack. Sinkiang has not very big army and you only can push your forces to Urumqi. Then annex.

Whats next?

You now have have about 10 IC, but you can use only portion of it. Now you have years of time to build up. Build enough consumer goods that your dissent is again zero. You can try to conquer Tibet and Yunnan clique (before Yunnan joins to Chinese united front). Build new divisions and prepare for war...

Against Soviet Union

Germans DoW USSR in 1941. Wait that they conquer all big cities, like Leningrad, Stalingrad, Moscow, Kiev etc. Wait that Red army is almost destroyed and Germans attacking over Ural and Caucasus. Then declare war, right year would be some 1943. If you can take Baku oilfields, it's great thing, but declaring war so early will almost surely condemn you to die. But in Central Asia there's enough to conquer anyway. From Sinkiang you can push on Soviet satellites in Far East.

Africa

While the strategic importance of Africa is limited, it contains several nations. Africa contains a total of around 65 IC.

Countries & Provinces

Country Required Provinces Extra Provinces
Tag Name Id Name Capital Id name
ALG Algeria 942 Bône 970 Géryville
943 Constantine 1013 El-Oued
944 Sétif 1014 Fort Laperrine
945 Philippeville
946 Bougie
947 Blida
948 Mascara
949 Algiers C
950 Mostaganem
951 Sidi-Bel-Abbès
952 Tlemcen
953 Oran
ANG Angola 1096 Loanda C 1100 Nova Lisboa
1101 Benguella 1103 Vila Pereira d'Eça
1102 Moçâmedes 1097 Vila Henrique de Carvalho
1094 Cabinda
ARA Arab Federation 915 Sollum 900 Suez
914 Sidi Barrani 1800 el-Arish
913 Rabia 1801 Sharm el-Sheikh
912 Nibeiwa 907 Qattara
911 Mersa Matruh 1021 Ain Dalla
910 Fuka 1019 Great Sand Sea
909 El Alamein 1022 Western Desert
908 Gerawla 1020 Siwa
906 Alexandria 1025 Qusayr
905 Fayum 1795 Golan
904 Tanta 1861 Dair az Zawr
903 Cairo C 1802 Akaba
1023 Asyut 407 Ar-Ruwayshid
1024 Luxor 1803 Bayir
1026 Aswan 1794 Beirut
1027 Idfu 1793 Tripoli
1862 Aleppo 1860 Kirkuk
1863 Hims 1864 Mosul
1792 Damascus 1865 Samarra
1796 Amman 1866 Baghdad
1802 Akaba 1790 Hilla
407 Ar-Ruwayshid 1824 Nasiriyah
1803 Bayir 1823 Basrah
1806 Najaf
1791 Karbala
1825 Abadan
1797 Jerusalem
1798 Tel Aviv
1799 Gaza
404 Haifa
406 Eilat
1821 Dammam
1818 Rub al Khali
1809 Abha
1808 Jiddah
1807 Riyadh
1805 Jawf
1804 Medina
1819 Mascate
1820 Doha
1504 Dubai
1812 Sanaa
1813 Aden
1814 Mukalla
1815 Socotra
BEN Benin-Sahel 1005 Parakou 993 Abidjan
1006 Porto-Novo C 995 Bouaké
1003 Lomé
1004 Bassari
994 Sikasso
996 Bobo-Dioulasso
978 Mopti
997 Ouagadougou
998 Niamey
1084 Zinder
1083 Agadez
CAM Cameroon 1089 Douala 1010 Onitsha
1077 Yaoundé C 1011 Port Harcourt
1088 Nkongsamba 1012 Gashaka
1087 Ngaoundéré
1086 Maroua
CON Congo 1063 Kigali
1071 Stanleyville
1072 Buta
1073 Costermanville
1074 Coquihatville
1142 Léopoldville C
1095 Banana
1097 Vila Henrique de Carvalho
1143 Kindu-Port-Empain
1144 Albertville
1127 Élisabethville
1098 Luluabourg
EAF East African Union 1062 Tabora 1059 Marsabit
1139 Lindi 1060 Nairobi
1140 Dar es Salaam 1061 Mombasa
1141 Tanga 1064 Entebbe
EGY Egypt 915 Sollum 900 Suez
914 Sidi Barrani 1800 el-Arish
913 Rabia 1801 Sharm el-Sheikh
912 Nibeiwa
911 Mersa Matruh
910 Fuka
909 El Alamein
908 Gerawla
907 Qattara
906 Alexandria
905 Fayum
904 Tanta
903 Cairo C
902 Zaqazig
901 Port Said
4 As Suwayz
1019 Great Sand Sea
1020 Siwa
1021 Ain Dalla
1022 Western Desert
1023 Asyut
1024 Luxor
1025 Qusayr
1026 Aswan
1027 Idfu
EQA Equatorial Africa 1082 Tibesti
1081 Largeau
1080 Fort-Lamy
1079 Fort-Archambault
1078 Bangui C
1070 Bangassou
ETH Ethiopia 1042 Gonder 1033 Massaua
1043 Desê 1038 Assab
1044 Debre Mark'os 1039 Asmara
1045 Gambêla
1046 Addis Ababa C
1047 Jima
1048 Âdwa
1049 Denakil
1050 Dirê Dawa
1051 Harar
1052 Ginir
1053 Moyale
1054 Ogaden
GAB Gabon 1092 Libreville 1090 São Tomé
1093 Pointe-Noire 1091 Bata
1075 Brazzaville C 1094 Cabinda
1076 Impfondo
GLD Gold Coast 1000 Tamale
1001 Kumasi
1002 Accra C
GUI Guinea 987 Conakry C 983 Bissão
989 Labé
990 Siguiri
991 Kankan
LBY Libya 916 Bardia
917 Forte Capuzzo
918 Forte Maddalena
919 Tobruk
920 Derna
921 Mechili
922 Msus
923 Barca
924 Bengazi
925 Agedabia
926 Al Jaghbub
927 Aujila
928 Socna
929 Sirte
930 Homs
931 Ghadames
932 Tripoli C
933 Zuara
1015 Ghat
1016 Murzuk
1017 Calansho Sand Sea
1018 Kufra
LIB Liberia 992 Monrovia C
MAD Madagascar 1134 Fianarantsoa
1137 Tananarive C
MAL Union of Mali 981 Dakar C 972 Villa Cisneros
984 Tambacounda 982 Bathurst
985 Kayes 974 Fort-Gouraud
986 Bamako 973 Port-Étienne
980 Nioro du Sahel 971 El Aaiún
979 Ségou 975 Taoudenni
977 Timbuktu 976 Gao
MOR Morocco 959 Marrakech 967 Ifni
958 Casablanca C 971 El Aaiún
956 Oujda 955 Villa Sanjuro
960 Mogador 972 Villa Cisneros
966 Agadir 954 Melilla
968 Ouezzane 957 Ceuta
969 Bouarfa
MOZ Mozambique 1138 Vila Cabral
1133 Quelimane
1130 Beira
1131 Tete
1123 Inhambane
1122 Lourenço Marques C
NAM Namibia 1106 Grootfontein
1107 Odangwa
1108 Walvis Bay
1109 Lüderitz
1110 Windhoek C
NIG Nigeria 1007 Ibadan 1010 Onitsha
1008 Lagos 1011 Port Harcourt
1009 Kaduna C 1012 Gashaka
1085 Maiduguri
1145 Kano
999 Sokoto
RHO Rhodesia 1125 Harare 1104 Kalabo
1105 Maun 1099 Mongu
1111 Francistown 1129 Ndola
1112 Gaberones 1126 Lusaka
1124 Bulawayo C 1128 Mpika
1132 Zomba
SAF South Africa 1115 Springbok
1116 Cape Town
1114 Kimberley
1117 Port Elisabeth
1118 East London
1120 Johannesburg
1113 Mafeking
1121 Pretoria C
1119 Durban
SIE Sierra Leone 988 Freetown C
SOM Somalia 1034 Obbia 1036 Zeila
1055 Bardera 1035 Berbera
1056 Mogadishu C 1037 Djibouti
1058 Kismayo
SUD Sudan 1028 Wadi Halfa
1029 Dongola
1067 El Atrun
1068 El Obeid
1069 Waw
1030 Port Sudan
1031 Berber
1040 Kassala
1041 Gallabat
1066 Khartoum C
1065 Malakal
1032 Omdurman
TUN Tunisia 934 Gafsa
935 Gabès
936 Sfax
937 Kassarine
938 Sousse
939 Tunis C
940 Bizerte
941 Tabarka

Superstate

It is possible to manually create an "African Superstate", as described in this thread .

Air Doctrine Tech Tree

Air Superiority

Air Superiority Doctrine

  • Historic Year: 1936
  • Prerequisites: None
  • Effects:
  • max_organization interceptor 2
  • Morale interceptor 2
  • max_organization multi_role 2
  • Morale multi_role 2
  • max_organization escort 2
  • Morale escort 2
  • max_organization cag 2
  • Morale cag 2
  • Enable Mission Type: ground_attack
  • Enable Mission Type: interdiction
  • Enable Mission Type: naval_strike
  • Enable Mission Type: logistical_strike
  • Enable Mission Type: strategic_bombardment
  • Enable Mission Type: port_strike
  • Enable Mission Type: installation_strike
  • Enable Mission Type: runway_cratering
  • Enable Mission Type: convoy_air_raiding

5 - aircraft_testing - Tactical Unit - Wing

5 - aircraft_testing - Combat Air Patrol Testing

5 - aircraft_testing - Bomb Run Testing

5 - combined_arms_focus - Army Air Support

5 - aircraft_testing - Counter-Air Tactics

Flying Circus Doctrine

  • Historic Year: 1936
  • Prerequisites:
  • Effects:
  • max_organization interceptor 2
  • Morale interceptor 2
  • max_organization multi_role 2
  • Morale multi_role 2
  • max_organization escort 2
  • Morale escort 2
  • max_organization cag 2
  • Morale cag 2

5 - aeronautics - All-metal Airframes

5 - aircraft_testing - Peacetime Training

5 - aircraft_testing - Extensive Performance Testing

5 - fighter_tactics - Small Unit Training

5 - piloting - Basic Flying Experience

Force Substitution Doctrine

  • Historic Year: 1936
  • Prerequisites:
  • Effects:
  • max_organization interceptor 2
  • Morale interceptor 2
  • max_organization multi_role 2
  • Morale multi_role 2
  • max_organization escort 2
  • Morale escort 2
  • max_organization cag 2
  • Morale cag 2

5 - aircraft_testing - Tactical Unit - Flight

5 - fighter_tactics - Fighter Tactics

5 - mechanics - Specialized Gunsights

5 - piloting - Air Superiority Spirit

5 - aircraft_testing - Fighter Unit Specialization

Battlefield Destruction Doctrine

  • Historic Year: 1936
  • Prerequisites:
  • Effects:
  • max_organization cas 10
  • Morale cas 10
  • Efficiency: ground_attack 0.5

3 - aeronautics - Small Bomb Bays

3 - general_equipment - Tank-Buster Bombs

3 - combined_arms_focus - Basic Forward Air Controllers

3 - aircraft_testing - Battlefield Air Support

3 - piloting - Fire-Brigade Spirit

Dive Bombing Doctrine

  • Historic Year: 1937
  • Prerequisites:
  • Effects:
  • max_organization cas 5
  • Morale cas 5

3 - aircraft_testing - Early Precision Bomb Runs

3 - combined_arms_focus - Offensive Air Support

3 - aeronautics - Diving Ability

3 - aircraft_testing - Diving Training

3 - piloting - Close Air Support Spirit

Direct Ground Support Doctrine

  • Historic Year: 1938
  • Prerequisites:
  • Effects:
  • max_organization cas 5
  • Morale cas 5

3 - combined_arms_focus - Early Frontline Air Controllers

3 - bomber_tactics - Combat Support Patrols

3 - piloting - Emergency Service Spirit

3 - mechanics - Early Specialized Bombsights

3 - general_equipment - Basic Ground Attack Ordnance

Bomber Veteran Initiative

  • Historic Year: 1938
  • Prerequisites:
  • Effects:
  • max_organization cas 5
  • Morale cas 5
  • Snow Attack cas 10
  • Rain Attack cas 10
  • Snow Attack cag 10
  • Rain Attack cag 10

3 - piloting - Moral Superiority Spirit

3 - aeronautics - Bad Weather Adaptation

3 - aircraft_testing - Specialized Bombing Training

3 - aircraft_testing - Individual Aircraft Adaptation

3 - aircraft_testing - Ground Attack Tactics

Night Strikes Doctrine

  • Historic Year: 1939
  • Prerequisites:
  • Effects:
  • Night Attack cas 10
  • Night Defence cas 50
  • max_organization cas 5
  • Morale cas 5

3 - chemistry - Very Early Bomb Illuminators

3 - mechanics - Basic Night Bombsights

3 - aircraft_testing - Basic Night Flying Training

3 - piloting - Night Flying Experience

3 - bomber_tactics - Small Air Unit Tactics

Operational Destruction Doctrine

  • Historic Year: 1937
  • Prerequisites:
  • Effects:
  • max_organization tactical_bomber 10
  • Morale tactical_bomber 10
  • max_organization naval_bomber 10
  • Morale naval_bomber 10

3 - general_equipment - Armor-penetration Bombs

3 - bomber_tactics - Carpet Bombing

3 - aircraft_testing - Bombing Practise

3 - centralized_execution - Early Air Campaign Management

3 - aeronautics - Medium Bomb Bays

Battlefield Interdiction Doctrine

  • Historic Year: 1938
  • Prerequisites:
  • Effects:
  • max_organization tactical_bomber 5
  • Morale tactical_bomber 5
  • max_organization naval_bomber 5
  • Morale naval_bomber 5
  • Enable Mission Type: airborne_assault
  • Efficiency: airborne_assault 0.3

3 - decentralized_execution - Opportunity Strike Co-ordination

3 - aircraft_testing - Interdiction Patrols

3 - aircraft_testing - Airborne Assault Tactics

3 - combined_arms_focus - Airborne Landing Techniques

3 - bomber_tactics - Logistical Strike Tactics

Strafing Doctrine

  • Historic Year: 1938
  • Prerequisites:
  • Effects:
  • max_organization tactical_bomber 5
  • Morale tactical_bomber 5
  • max_organization naval_bomber 5
  • Morale naval_bomber 5
  • Efficiency: interdiction 0.5
  • Efficiency: naval_strike 0.5
  • Efficiency: convoy_air_raiding 0.5

3 - general_equipment - Armor-penetration Ammunition

3 - aeronautics - Large Ammunition Storage

3 - aircraft_testing - Strafing Training

3 - aeronautics - Armored Fuselage

3 - piloting - Multiple Bomb Runs

Logistical Strike Doctrine

  • Historic Year: 1938
  • Prerequisites:
  • Effects:
  • max_organization tactical_bomber 5
  • Morale tactical_bomber 5
  • max_organization naval_bomber 5
  • Morale naval_bomber 5
  • Efficiency: logistical_strike 0.5

3 - bomber_tactics - Logistical Hub Bombing

3 - centralized_execution - Line of Communication Interdiction

3 - aircraft_testing - Basic Precision Bombing Training

3 - general_equipment - Early Airdropped Mines

3 - piloting - Area Interdiction

Night Strafing Doctrine

  • Historic Year: 1939
  • Prerequisites:
  • Effects:
  • Night Attack tactical_bomber 10
  • Night Defence tactical_bomber 50
  • Night Attack naval_bomber 10
  • Night Defence naval_bomber 50
  • max_organization tactical_bomber 5
  • Morale tactical_bomber 5
  • max_organization naval_bomber 5
  • Morale naval_bomber 5

3 - mechanics - Early Night Gunsight

3 - chemistry - Basic Ground Illumination

3 - aircraft_testing - Night Strafing Training

3 - general_equipment - Tracer Ammunition

3 - piloting - Night Air Superiority Spirit

Strategic Destruction Doctrine

  • Historic Year: 1937
  • Prerequisites:
  • Effects:
  • max_organization strategic_bomber 10
  • Morale strategic_bomber 10
  • max_organization transport_plane 10
  • Morale transport_plane 10
  • Efficiency: strategic_bombardment 0.5

3 - bomber_tactics - Early Massed Bomb Run Tactics

3 - aircraft_testing - Defensive Bomber Formations

3 - mechanics - High-altitude Bombsights

3 - aeronautics - Large Bomb Bays

3 - aircraft_testing - Area Target Bombing

Escort Box System Doctrine

  • Historic Year: 1938
  • Prerequisites:
  • Effects:
  • max_organization strategic_bomber 5
  • Morale strategic_bomber 5
  • max_organization transport_plane 5
  • Morale transport_plane 5
  • Cost escort -2

3 - bomber_tactics - Bomber Escort Tactics

3 - fighter_tactics - Escort Tactics Training

3 - aeronautics - External Fuel Tanks

3 - piloting - Early Fighter Suppression Spirit

3 - centralized_execution - Bomber-Escort Coordination

Combat-Bombardment Groups Doctrine

  • Historic Year: 1939
  • Prerequisites:
  • Effects:
  • max_organization strategic_bomber 5
  • Morale strategic_bomber 5
  • max_organization transport_plane 5
  • Morale transport_plane 5

3 - combined_arms_focus - Combined Command Net

3 - bomber_tactics - Basic Carpet Bombing Tactics

3 - mechanics - Low-altitude Bombsights

3 - aircraft_testing - Early AA Suppression

3 - piloting - Combat Bombing Spirit

Dead Reckoning Bombardment Doctrine

  • Historic Year: 1939
  • Prerequisites:
  • Effects:
  • max_organization strategic_bomber 5
  • Morale strategic_bomber 5
  • max_organization transport_plane 5
  • Morale transport_plane 5

3 - electronics - Precise Navigation Instruments

3 - aircraft_testing - Navigator Training

3 - centralized_execution - Preset Coordinate Bombing

3 - aircraft_testing - Early AA Evasion

3 - bomber_tactics - Tactical Unit - Bomber Flight

Night Bombardment Doctrine

  • Historic Year: 1939
  • Prerequisites:
  • Effects:
  • Night Attack strategic_bomber 10
  • Night Defence strategic_bomber 50
  • max_organization strategic_bomber 5
  • Morale strategic_bomber 5
  • max_organization transport_plane 5
  • Morale transport_plane 5

3 - mechanics - Night Bombsights

3 - aeronautics - Pathfinder Planes

3 - chemistry - Improved Ground Illuminators

3 - aircraft_testing - Night Bombing Training

3 - centralized_execution - Pre-planned Bomb Runs

First Strike

First Strike Doctrine

  • Historic Year: 1939
  • Prerequisites: None
  • Effects:
  • Night Attack interceptor 10
  • Night Attack multi_role 5
  • max_organization interceptor 3
  • Morale interceptor 3
  • max_organization multi_role 3
  • Morale multi_role 3
  • max_organization escort 3
  • Morale escort 3
  • max_organization cag 3
  • Morale cag 3

4 - centralized_execution - Enemy Air Force Suppression Tactics

4 - centralized_execution - Frontline Airspace Domination

4 - electronics - Early Fighter Radar Guidance

4 - fighter_tactics - Fighter Patrol Tactics

4 - piloting - Unimpeded Air Superiority Spirit

Dispersed Fighting Doctrine

  • Historic Year: 1939
  • Prerequisites:
  • Effects:
  • max_organization interceptor 3
  • Morale interceptor 3
  • max_organization multi_role 3
  • Morale multi_role 3
  • max_organization escort 3
  • Morale escort 3
  • max_organization cag 3
  • Morale cag 3

4 - decentralized_execution - Forward Air Commands

4 - fighter_tactics - Individual Fighter Sweeps

4 - aircraft_testing - Frontline Field Airbase Use

4 - aeronautics - Rough Landing and Take-off Capability

4 - aircraft_testing - Dispersed Fighting Training

Frontal Missions Doctrine

  • Historic Year: 1939
  • Prerequisites:
  • Effects:
  • max_organization interceptor 3
  • Morale interceptor 3
  • max_organization multi_role 3
  • Morale multi_role 3
  • max_organization escort 3
  • Morale escort 3
  • max_organization cag 3
  • Morale cag 3

4 - fighter_tactics - Frontline Air Patrols

4 - electronics - Army-Airforce Radio-net

4 - aircraft_testing - On-call Fighter Flights

4 - combined_arms_focus - Close Fighter Cover

4 - fighter_tactics - Fighter Sweep Training

Fighter Veteran Initiative

  • Historic Year: 1939
  • Prerequisites:
  • Effects:
  • max_organization interceptor 3
  • Morale interceptor 3
  • max_organization multi_role 3
  • Morale multi_role 3
  • max_organization escort 3
  • Morale escort 3
  • max_organization cag 3
  • Morale cag 3
  • Snow Attack interceptor 5
  • Rain Attack interceptor 5
  • Snow Attack multi_role 10
  • Rain Attack multi_role 10
  • Snow Attack cag 10
  • Rain Attack cag 10

4 - aeronautics - Rough Weather Capability

4 - aircraft_testing - Rough Weather Training

4 - piloting - Individual Training Spirit

4 - aircraft_testing - Fighter Unit Specialization

4 - mechanics - All-weather Gunsights

Perimeter Defence

Perimeter Defence Doctrine

  • Historic Year: 1939
  • Prerequisites: None
  • Effects:
  • Night Defence escort 50
  • Night Defence multi_role 25
  • max_organization interceptor 3
  • Morale interceptor 3
  • max_organization multi_role 3
  • Morale multi_role 3
  • max_organization escort 3
  • Morale escort 3
  • max_organization cag 3
  • Morale cag 3

4 - electronics - Pre-set Radar Fighter Guidance

4 - aircraft_testing - Forward Air Controller Training

4 - fighter_tactics - Individual Fighter Guidance

4 - decentralized_execution - Specialized Area Defense Tactics

4 - aircraft_testing - Fighter Unit Coordination Training

Formation Fighting Doctrine

  • Historic Year: 1939
  • Prerequisites:
  • Effects:
  • max_organization interceptor 3
  • Morale interceptor 3
  • max_organization multi_role 3
  • Morale multi_role 3
  • max_organization escort 3
  • Morale escort 3
  • max_organization cag 3
  • Morale cag 3
  • Cost escort -10

4 - large_unit_tactics - Close Escort Tactics

4 - fighter_tactics - Multiple Wing Coordination

4 - centralized_execution - Pre-planned Air Missions

4 - aircraft_testing - Formation Flying

4 - aircraft_testing - Extensive Flying Testing

Home Defence Doctrine

  • Historic Year: 1940
  • Prerequisites:
  • Effects:
  • max_organization interceptor 3
  • Morale interceptor 3
  • max_organization multi_role 3
  • Morale multi_role 3
  • max_organization escort 3
  • Morale escort 3
  • max_organization cag 3
  • Morale cag 3

4 - centralized_execution - Centralized Fighter Coordination

4 - fighter_tactics - Basic Fighter Concentration

4 - electronics - Basic Radar-guided Interception

4 - aircraft_testing - Coordinated Interception Training

4 - aircraft_testing - Area Defense Training

Recon Skirmisher Doctrine

  • Historic Year: 1940
  • Prerequisites:
  • Effects:
  • max_organization interceptor 3
  • Morale interceptor 3
  • max_organization multi_role 3
  • Morale multi_role 3
  • max_organization escort 3
  • Morale escort 3
  • max_organization cag 3
  • Morale cag 3

4 - fighter_tactics - Combat Reconnaisance Tactics

4 - aircraft_testing - Opportunity Strike Tactics

4 - centralized_execution - Large Area Fighter Coordination

4 - aeronautics - Combat Reconnaisance Planes

4 - aircraft_testing - Chance Encounter Training

Combat Unit Destruction Doctrine

  • Historic Year: 1941
  • Prerequisites:
  • Effects:
  • max_organization cas 10
  • Morale cas 10

4 - aircraft_testing - Troop Concentration Bombing

4 - bomber_tactics - HQ Destruction Attacks

4 - aircraft_testing - Basic AA Evasion

4 - aircraft_testing - Combat Unit Suppression

4 - decentralized_execution - Regional Airstrike Command

Hunt & Destroy Groups Doctrine

  • Historic Year: 1941
  • Prerequisites:
  • Effects:
  • max_organization cas 10
  • Morale cas 10
  • Cost cas -10

4 - bomber_tactics - Frontline Combat Air Patrol

4 - aircraft_testing - Opportunity Strikes Doctrine

4 - centralized_execution - Area Bombing Campaigns

4 - combined_arms_focus - Coordinated Offensive Bombing

4 - piloting - Extreme-range Artillery Spirit

Low Echelon CAS Doctrine

  • Historic Year: 1942
  • Prerequisites:
  • Effects:
  • max_organization cas 10
  • Morale cas 10
  • Cost cas -10

4 - combined_arms_focus - Division-attached Air Support

4 - decentralized_execution - Local Air Operations

4 - bomber_tactics - Basic Small-scale Bombruns

4 - aircraft_testing - Coordinated Air-Land Operations

4 - aircraft_testing - CAS Training

Bomber Ace Initiative

  • Historic Year: 1942
  • Prerequisites:
  • Effects:
  • max_organization cas 10
  • Morale cas 10
  • Cost cas -10
  • Snow Attack cas 10
  • Rain Attack cas 10
  • Snow Attack cag 10
  • Rain Attack cag 10

4 - aircraft_testing - Individual Training

4 - piloting - Individual Morale Superiority

4 - bomber_tactics - Long-time Unit Cohesion

4 - aeronautics - Specialized Bombers

4 - aircraft_testing - Tutor Replacement Integration

Offensive Fighter Box doctrine

  • Historic Year: 1942
  • Prerequisites:
  • Effects:
  • max_organization interceptor 5
  • Morale interceptor 5
  • max_organization multi_role 5
  • Morale multi_role 5
  • max_organization escort 5
  • Morale escort 5
  • max_organization cag 5
  • Morale cag 5

4 - fighter_tactics - Offensive Fighter Tactics

4 - fighter_tactics - Basic Fighter Concentration

4 - decentralized_execution - Forward Air Controlling Facilities

4 - aeronautics - External Fuel Tanks

4 - aircraft_testing - Fighter Suppression Training

Fighter Baiting Doctrine

  • Historic Year: 1943
  • Prerequisites:
  • Effects:
  • max_organization interceptor 5
  • Morale interceptor 5
  • max_organization multi_role 5
  • Morale multi_role 5
  • max_organization escort 5
  • Morale escort 5
  • max_organization cag 5
  • Morale cag 5
  • Cost interceptor -10

4 - fighter_tactics - Flying Ambush Tactic

4 - fighter_tactics - Bait Execution

4 - aircraft_testing - Enemy Intelligence Suppression

4 - electronics - Long-range Radar Detection

4 - centralized_execution - Preplanned Missions

Dogfight Experiment Doctrine

  • Historic Year: 1943
  • Prerequisites:
  • Effects:
  • max_organization interceptor 5
  • Morale interceptor 5
  • max_organization multi_role 5
  • Morale multi_role 5
  • max_organization escort 5
  • Morale escort 5
  • max_organization cag 5
  • Morale cag 5
  • Cost interceptor -10

4 - aircraft_testing - Improved Dogfighting Training

4 - fighter_tactics - Improved Anti-Fighter Combat

4 - aeronautics - Wind Tunnel Testing

4 - mechanics - Dogfight Gunsights

4 - fighter_tactics - Dogfight Preparation Tactics

Fighter Ace Initiative

  • Historic Year: 1943
  • Prerequisites:
  • Effects:
  • max_organization interceptor 5
  • Morale interceptor 5
  • max_organization multi_role 5
  • Morale multi_role 5
  • max_organization escort 5
  • Morale escort 5
  • max_organization cag 5
  • Morale cag 5
  • Cost interceptor -10
  • Snow Attack interceptor 5
  • Rain Attack interceptor 5
  • Snow Attack multi_role 10
  • Rain Attack multi_role 10
  • Snow Attack cag 10
  • Rain Attack cag 10

4 - piloting - Ace Fighting Experience

4 - aircraft_testing - Specialized Units

4 - aeronautics - Individual Fighters

4 - fighter_tactics - Long-time Unit Cohesion

4 - aircraft_testing - Tutor Replacement Integration

Infrastructure Destruction Doctrine

  • Historic Year: 1941
  • Prerequisites:
  • Effects:
  • max_organization tactical_bomber 10
  • Morale tactical_bomber 10
  • max_organization naval_bomber 10
  • Morale naval_bomber 10
  • Efficiency: port_strike 0.5
  • Efficiency: installation_strike 0.5
  • Efficiency: runway_cratering 0.5

4 - aircraft_testing - Refined Precision Bombing

4 - bomber_tactics - Transport Hub Strikes

4 - general_equipment - Airdropped Mines

4 - centralized_execution - Large-scale Bombing Campaigns

4 - aircraft_testing - Low-altitude Bomb Runs

Infiltration Bombardment Doctrine

  • Historic Year: 1942
  • Prerequisites:
  • Effects:
  • max_organization tactical_bomber 10
  • Morale tactical_bomber 10
  • max_organization naval_bomber 10
  • Morale naval_bomber 10
  • Cost tactical_bomber -10
  • Cost naval_bomber -5
  • Efficiency: airborne_assault 0.1

4 - bomber_tactics - Lightning Strikes

4 - electronics - Precision Navigation Instruments

4 - aircraft_testing - Sophisticated Navigator Training

4 - aircraft_testing - Exact Mission Execution

4 - aeronautics - Low-altitude Radar Evasion

Carousel Bombardment Doctrine

  • Historic Year: 1942
  • Prerequisites:
  • Effects:
  • max_organization tactical_bomber 10
  • Morale tactical_bomber 10
  • max_organization naval_bomber 10
  • Morale naval_bomber 10
  • Cost tactical_bomber -10
  • Cost naval_bomber -5
  • Efficiency: airborne_assault 0.1

4 - centralized_execution - Large-scale Mission Planning

4 - aircraft_testing - Permanent Occupation Bombing Campaign

4 - bomber_tactics - Small Bomber Strikes

4 - piloting - Round-the-clock Bombing Spirit

4 - aircraft_testing - AA Suppression

Keypoint Bombardment Doctrine

  • Historic Year: 1943
  • Prerequisites:
  • Effects:
  • max_organization tactical_bomber 10
  • Morale tactical_bomber 10
  • max_organization naval_bomber 10
  • Morale naval_bomber 10
  • Cost tactical_bomber -10
  • Cost naval_bomber -5
  • Efficiency: airborne_assault 0.1

4 - aircraft_testing - Precision Bomb Runs

4 - mechanics - Precision Bombsights

4 - general_equipment - Deep-penetration Bombs

4 - piloting - Hit-and-run Spirit

4 - bomber_tactics - Small-scale Bomb Runs

Defensive Fighter Box Doctrine

  • Historic Year: 1942
  • Prerequisites:
  • Effects:
  • max_organization interceptor 5
  • Morale interceptor 5
  • max_organization multi_role 5
  • Morale multi_role 5
  • max_organization escort 5
  • Morale escort 5
  • max_organization cag 5
  • Morale cag 5

4 - centralized_execution - Area Fighter Coordination

4 - fighter_tactics - Defensive Fighter Tactics

4 - aircraft_testing - Fighter-AA Coordination

4 - fighter_tactics - Fighter Concentration

4 - electronics - IFF System

Multi-altitude Group Doctrine

  • Historic Year: 1942
  • Prerequisites:
  • Effects:
  • max_organization interceptor 5
  • Morale interceptor 5
  • max_organization multi_role 5
  • Morale multi_role 5
  • max_organization escort 5
  • Morale escort 5
  • max_organization cag 5
  • Morale cag 5
  • Cost multi_role -10
  • Cost escort -5

4 - fighter_tactics - Multi-layered Fighter Defense

4 - fighter_tactics - Massed Fighter Sweeps

4 - aircraft_testing - Large Group Tactics

4 - piloting - No Penetration Spirit

4 - aeronautics - Altitude-adapted Fighters

Filter Room System Doctrine

  • Historic Year: 1943
  • Prerequisites:
  • Effects:
  • max_organization interceptor 5
  • Morale interceptor 5
  • max_organization multi_role 5
  • Morale multi_role 5
  • max_organization escort 5
  • Morale escort 5
  • max_organization cag 5
  • Morale cag 5
  • Cost multi_role -10
  • Cost escort -5

4 - electronics - Multi-layer Radar Coverage

4 - centralized_execution - Fighter Command HQ

4 - fighter_tactics - Multi-stage Fighter Defense

4 - aircraft_testing - Unit Coordination Training

4 - electronics - Filter Room Radio-net

Air Reserve Doctrine

  • Historic Year: 1943
  • Prerequisites:
  • Effects:
  • max_organization interceptor 5
  • Morale interceptor 5
  • max_organization multi_role 5
  • Morale multi_role 5
  • max_organization escort 5
  • Morale escort 5
  • max_organization cag 5
  • Morale cag 5
  • Cost multi_role -10
  • Cost escort -5

4 - aircraft_testing - Alert Fighter Wings

4 - piloting - Last-defense Spirit

4 - aeronautics - Accelerated Take-off Capability

4 - aircraft_testing - Interception Training

4 - aircraft_testing - Fighter Wing Coordination

Mass Destruction Doctrine

  • Historic Year: 1942
  • Prerequisites:
  • Effects:
  • max_organization strategic_bomber 10
  • Morale strategic_bomber 10
  • max_organization transport_plane 10
  • Morale transport_plane 10

4 - bomber_tactics - Troop Concentration Bombing

4 - bomber_tactics - Massed Bomb Run Coordination

4 - aeronautics - Enhanced Bomber Payload

4 - aircraft_testing - Frontline Bombing

4 - centralized_execution - Centralized Bomber Co-ordination

Escort Relay System Doctrine

  • Historic Year: 1942
  • Prerequisites:
  • Effects:
  • max_organization strategic_bomber 10
  • Morale strategic_bomber 10
  • max_organization transport_plane 10
  • Morale transport_plane 10
  • Cost strategic_bomber -10
  • Cost escort -10

4 - electronics - Bomber-Escort Radio-net

4 - aircraft_testing - Escort-handover Training

4 - piloting - Superior Tactics Spirit

4 - aircraft_testing - Bomber Stream Practise

4 - bomber_tactics - Massed Bomber Tactics

Carpet Bombing Doctrine

  • Historic Year: 1942
  • Prerequisites:
  • Effects:
  • max_organization strategic_bomber 10
  • Morale strategic_bomber 10
  • max_organization transport_plane 10
  • Morale transport_plane 10
  • Cost strategic_bomber -10

4 - bomber_tactics - Bomber Stream Tactics

4 - bomber_tactics - Massed Bomb Runs

4 - aircraft_testing - Area Carpet Bombing

4 - aircraft_testing - Large Unit Training

4 - piloting - Refined Defensive Bomber Coordination

Flying Armada Doctrine

  • Historic Year: 1943
  • Prerequisites:
  • Effects:
  • max_organization strategic_bomber 10
  • Morale strategic_bomber 10
  • max_organization transport_plane 10
  • Morale transport_plane 10
  • Cost strategic_bomber -10

4 - piloting - Invincible Superiority Spirit

4 - artillery - Massed Defensive Armaments

4 - bomber_tactics - Massed Bomber Campaigns

4 - bomber_tactics - Refined Bomber Stream Tactics

4 - centralized_execution - Bomber Command HQ

Air unit statistics

HOI v 1.0 - 1.3

Air Units

Close Air Support

Close Air Support is the key to the blitzkrieg tactic. These planes have the ability to strike precisely at enemy units, enabling your ground forces to achieve a rapid breakthrough. They are slow, sturdy planes and this makes them an easy target for enemy fighters.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Naval Attack Strat Attack Surface Def Air Detect Surface Detect Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Range Trans Cap. Upgrade Time Factor Upgrade Cost Factor
Basic CAS 30 30 1 1 8 4 1 3 6 180 2 200 0.8 4 200 0.5 1.0
Improved CAS 30 30 2 1 12 6 2 4 7 180 2 200 1.0 4 250 0.5 1.0
Advanced CAS 30 30 3 2 14 8 3 5 8 180 2 200 1.2 4 300 0.5 1.0
Turbojet CAS 30 30 4 3 16 10 4 6 12 180 2 250 1.4 4 300 0.5 1.0
ASM equip CAS 30 30 4 3 16 10 10 6 14 180 2 300 1.6 4 300 0.5 1.0

Escort Fighters

Escort Fighters are long-range fighters, designed to escort bombers and keep enemy interceptors from the bombers. They are drilled in tactics to achieve this mission and receive a bonus when escorting bombers. In Air Superiority missions, they are less effective.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Naval Attack Strat Attack Surface Def Air Detect Surface Detect Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Range Trans Cap. Upgrade Time Factor Upgrade Cost Factor
Basic Escort Fighter 30 30 5 8 0 0 0 0 8 2 3 15 150 1 500 1 2 800 0.5 1.0
Improved Escort Fighter 30 30 6 12 0 0 0 0 12 3 3 18 150 1 600 1.2 2 1000 0.5 1.0
Advanced Escort Fighter 30 30 8 16 0 0 0 0 18 5 5 21 150 1 650 1.4 2 1300 0.5 1.0
Hearts of Iron 2: Doomsday
A major change in HOI2:DD is that Escort fighters are brigade type units attached to bombers.
This results in better values for the bomber when intercepted by enemy planes, but also a lower range.

Fighters

Fighters are the backbone of any air force. The have moderate range, have the best air attack capability (without bonuses), and can be effective against ground targets. Their primary role is achieving air superiority: destroying enemy fighters and denying airspace to enemy bombers.

While a specialized air force is ideal, these craft are all-rounders. Interceptors are superior at bomber interception (due to a bonus) and escorts can reach far into enemy territory. If research or production choices are tight, develop the fighter first.

In a ground attack role, note that the hard attack capability of fighters is particularly high, comparable to that of CAS and TAC bombers. After air superiority has been achieved, fighters are ideal for giving bombing runs an extra punch against armoured targets. These units can also be effective against soft targets, but to a lesser extent.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Naval Attack Strat Attack Surface Def Air Detect Surface Detect Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Range Trans Cap. Upgrade Time Factor Upgrade Cost Factor
Basic Fighter 30 30 9 4 1 2 0 0 6 3 4 14 150 1 500 1.1 2 350 0.5 1.0
Improved Fighter 30 30 12 5 2 3 1 0 8 6 6 18 150 1 600 1.2 2.2 400 0.5 1.0
Advanced Fighter 30 30 15 9 4 6 2 0 10 8 8 20 150 1 650 1.4 2.1 500 0.5 1.0
Basic Turbojet Fighter 30 30 18 11 5 6 3 0 16 7 7 25 150 1 900 2.4 3 550 0.5 1.0
Improved Turbojet Fighter 30 30 22 13 5 7 4 0 18 10 8 29 150 1 1100 2.6 3 600 0.5 1.0

Flying Bomb

The Flying Bomb (e.g. the German V1) is a pilotless aircraft powered by an early jet engine, designed to deliver a payload of explosives to an area target. It is slower than a rocket or missile, which means that it can be intercepted and shot down by enemy fighters.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Naval Attack Strat Attack Surface Def Air Detect Surface Detect Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Range Trans Cap. Upgrade Time Factor Upgrade Cost Factor
Flying Bomb 100 100 15 0 0 90 30 1 30 0 650 0.5 1.5 300

Interceptors

Interceptors are short-range fighters designed to destroy enemy bombers. They have high speed and good manouverability to make them agile enough to evade the machine guns of the bombers, while having the firepower needed to disable a heavy, armoured bomber. Against enemy fighters, they are less effective yet they still put up a good fight.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Naval Attack Strat Attack Surface Def Air Detect Surface Detect Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Range Trans Cap. Upgrade Time Factor Upgrade Cost Factor
Interwar Fighter 30 30 3 1 0 0 0 0 4 1 2 10 140 1 300 0.7 1.5 200 1.0 1.0
Early Fighter 30 30 4 2 0 0 0 0 6 1 3 12 150 1 350 0.9 2 200 0.5 1.0
Basic Interceptor 30 30 7 5 0 0 0 0 4 2 3 13 150 1 500 1.0 2 200 0.5 1.0
Improved Interceptor 30 30 9 7 0 0 0 0 6 4 4 16 150 1 600 1.1 2.3 250 0.5 1.0
Advanced Interceptor 30 30 11 9 0 0 0 0 10 6 6 19 150 1 650 1.2 2.3 300 0.5 1.0
Basic Rocket Interceptor 30 30 14 10 0 0 0 0 16 6 5 22 150 1 1000 2.0 2.6 200 0.5 1.0
Improved Rocket Interceptor 30 30 16 12 0 0 0 0 16 8 7 27 150 1 1200 2.1 3 200 0.5 1.0
Basic Turbojet Interceptor 30 30 14 12 0 0 0 0 16 7 7 25 150 1 900 2.2 3 300 0.5 1.0
Advanced Turbojet Interceptor 30 30 19 15 0 0 0 0 20 10 8 29 150 1 1100 2.3 3 400 0.5 1.0


Naval Bomber

The Naval Bomber is designed for use over water and make accurate tactical strikes against enemy surface vessels using torpedoes or armour-piercing bombs. They have a limited dog-fighting capability, which makes them vulnerable if intercepted by fighters.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Naval Attack Strat Attack Surface Def Air Detect Surface Detect Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Range Trans Cap. Upgrade Time Factor Upgrade Cost Factor
Basic Naval Bomber 30 30 1 2 1 1 7 0 8 0 1 13 180 2 200 1.0 3 800 0.5 1.0
Improved Naval Bomber 30 30 2 3 1 2 10 0 12 1 2 16 180 2 300 1.2 3 1000 0.5 1.0
Advanced Naval Bomber 30 30 2 4 2 3 12 0 16 1 2 18 180 3 350 1.4 3.2 1300 0.5 1.0
Turbojet Naval Bomber 30 30 3 4 2 4 14 2 20 1 2 21 180 3 400 2.0 3.5 1300 0.5 1.0

Strategic Bombers

Strategic Bombers are the heaviest type of aircraft, designed to deliver a large payload of bombs to enemy provinces, with the aim of crippling his industry, infrastructure, and defensive installations. However, the Strategic Bomber is slow despite its long range, which can make it vulnerable to attack by fighters.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Naval Attack Strat Attack Surface Def Air Detect Surface Detect Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Range Trans Cap. Upgrade Time Factor Upgrade Cost Factor
Basic Strategic Bomber 30 30 1 8 2 1 2 10 5 2 3 22 208 2 250 3 4 800 0.5 1.0
Improved Strategic Bomber 30 30 2 12 3 2 3 15 6 3 4 22 220 2 300 3.3 4.5 1000 0.5 1.0
Advanced Strategic Bomber 30 30 2 16 5 3 5 22 8 3 4 24 228 2 350 3.6 4.6 1300 0.5 1.0
Turbojet Strategic Bomber 30 30 2 22 6 4 6 35 12 3 4 30 234 2 650 5 5 1300 0.5 1.0

Strategic Rocket

The Rocket or Ballistic Missile (e.g. the German V2) is designed to deliver a payload of explosives to a distant target. Its high speed makes it almost impossible to intercept but it is an expensive way of destroying the enemy with conventional explosives. Nuclear weapons are needed to give it more than psychological effect.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Naval Attack Strat Attack Surface Def Air Detect Surface Detect Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Range Trans Cap. Upgrade Time Factor Upgrade Cost Factor
Strategic Rocket 100 100 100 0 0 126 100 1 40 0 5000 0.5 2 380 0.5 1.0
Ballistic Missile 100 100 100 0 0 180 100 1 60 0 6000 1 2.5 2400 0.5 1.0
ICBM 100 100 100 0 0 360 100 1 90 0 8000 2 5 6000 0.5 1.0

Tactical Bombers

Tactical Bombers are medium-sized aircraft, larger than Fighters, yet smaller than Strategic Bombers, which are used primarily for delivering attacks against enemy ground units such as Armour and Infantry. Unlike close air support aircraft, it is also capable of taking up limited strategic bombardment roles, such as runway cratering or strikes against defensive installations. Although they have a limited dog-fighting capability, they can be easily outmatched by Fighters in air combat.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Naval Attack Strat Attack Surface Def Air Detect Surface Detect Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Range rans Cap. Upgrade Time Factor Upgrade Cost Factor
Interwar Tactical Bomber 30 30 1 1 4 0 1 3 3 0 1 11 160 2 180 1.5 3 400 1.0 1.0
Early Tactical Bomber 30 30 1 2 6 2 2 3 4 0 1 13 180 2 200 1.7 3 500 0.5 1.0
Basic Tactical Bomber 30 30 2 3 8 3 3 5 6 1 2 15 180 2 300 1.9 3.1 600 0.5 1.0
Improved Tactical Bomber 30 30 2 4 10 4 4 8 10 1 2 18 180 3 350 2.1 3.2 700 0.5 1.0
Advanced Tactical Bomber 30 30 3 4 12 6 5 12 14 1 2 22 180 3 400 2.3 3.5 800 0.5 1.0
Turbojet Tactical Bomber 30 30 5 7 14 8 6 14 18 1 2 27 180 2 650 3.2 4 1100 0.5 1.0

Transport Planes

Transport Planes are designed to ferry men and materials over long distances quickly. Paratroops need Transport Planes in order to make a paradrop.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Naval Attack Strat Attack Surface Def Air Detect Surface Detect Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Range Trans Cap. Upgrade Time Factor Upgrade Cost Factor
Basic Transport Plane 20 30 0 1 0 0 0 0 4 1 3 40 150 4 250 1 2 800 1 0.5 1.0
Improved Transport Plane 20 30 0 1 0 0 0 0 6 1 3 32 150 4 300 0.8 1.6 1000 1 0.5 1.0
Advanced Transport Plane 20 30 0 2 0 0 0 0 8 1 3 24 150 4 350 0.6 1.2 1300 1 0.5 1.0

Doomsday 1.0 - 1.3

Available as a PDF file: Air Unit Statistics . Also, a complete Excel file is available: DD UnitStats v1.2 Excel File

Air units

Air units represent aeroplane divisions. They need to be based in an airbase . A number of different types are represented in the game.

Fighter

Bomber

Other

Paratroop Division

Paratroopers are an elite branch of the Infantry, specifically trained to either parachute to the ground or be ferried to a battle in gliders. Their rapid deployment capability makes them ideal for use as a mobile reserve or for use in capturing a strategic asset behind enemy lines. However, they are handicapped by a lack of heavy equipment due to their mode of travel, and when they are in action it is advisable to move other units to their support.

Paratroop Division Statistics

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
Airborne '39 40 40 2 3 8 1 16 11 100 12 180 15 4 1.4 0 3 10 0.5 1.0 5 5 5 5
Airborne '41 40 40 3 4 10 2 20 16 100 12 180 15 5 1.5 0 3 8 0.5 1.0 6 6 6 6
Airborne '43 40 40 4 5 12 4 28 20 100 12 180 15 5 1.7 0 3 5 0.5 1.0 6 6 6 6
Airborne '45 40 40 5 6 14 5 35 25 100 12 180 15 5 1.9 0 3 5 0.5 1.0 6 6 6 6

Brigades allowed

Notes

Paratroopers are much maligned by veteran players for several reasons:

Unit Soft Attack Defensiveness Manpower Cost BuildTime
Airborne 1939 8 11 15 12 210
Infantry 1939 12 18 10 7 95

This means that the Airborne unit requires 2,520 IC days versus 665 IC days for Infantry, in exchange for considerably lower combat ability. A player could build four Infantry divisions (2,660 IC days) for a roughly equivalent cost.

Paratroopers do have some positives:

Aircraft Tech Tree

Early Fighter

Interwar Fighter

  • Historic Year: 1936
  • Prerequisites: None
  • Effects:
  • Activate Unit Type interceptor
  • New Model interceptor 0

8 - aeronautics - Interwar Short Range Engine

8 - aeronautics - Interwar Fighter Airframe

6 - artillery - 6.5mm MGs

8 - electronics - Optical Signaling

8 - technical_efficiency - Interwar Fighter Prototype Tests (D)

Early Fighter

  • Historic Year: 1936
  • Prerequisites:
  • Effects:
  • New Model interceptor 1

8 - aeronautics - Early Short Range Engine

8 - aeronautics - Early Fighter Airframe

6 - artillery - 6.5mm MGs

8 - electronics - Optical Signaling

8 - technical_efficiency - Early Fighter Prototype Tests (D)

Interceptor

Basic Interceptor

  • Historic Year: 1937
  • Prerequisites:
  • Effects:
  • New Model interceptor 2
  • Model is now obsolete. interceptor 0

8 - aeronautics - Basic Short Range Engine

8 - aeronautics - Basic Interceptor Airframe

6 - artillery - 7.62mm MGs

8 - electronics - Basic Decimetric Airborne Interceptor Radar

8 - technical_efficiency - Basic Interceptor Prototype Tests (D)

Improved Interceptor

  • Historic Year: 1940
  • Prerequisites:
  • Effects:
  • New Model interceptor 3
  • Model is now obsolete. interceptor 1

8 - aeronautics - Improved Short Range Engine

8 - aeronautics - Improved Interceptor Airframe

7 - artillery - 12.7mm MGs

8 - electronics - Improved Decimetric Airborne Interceptor Radar

8 - technical_efficiency - Improved Interceptor Prototype Tests (D)

Advanced Interceptor

  • Historic Year: 1943
  • Prerequisites:
  • Effects:
  • New Model interceptor 4
  • Model is now obsolete. interceptor 2

8 - aeronautics - Advanced Short Range Engine

8 - aeronautics - Advanced Interceptor Airframe

8 - artillery - 20mm Cannons

8 - electronics - Basic Centimetric Airborne Interceptor Radar

8 - technical_efficiency - Advanced Interceptor Prototype Tests (D)

Fighter

Basic Fighter

  • Historic Year: 1938
  • Prerequisites:
  • Effects:
  • Activate Unit Type multi_role
  • New Model multi_role 0

8 - aeronautics - Basic Medium Range Engine

8 - aeronautics - Basic Fighter Airframe

6 - artillery - 7.62mm MGs

8 - electronics - Basic Decimetric Airborne Interceptor Radar

8 - technical_efficiency - Basic Fighter Prototype Tests (D)

Improved Fighter

  • Historic Year: 1940
  • Prerequisites:
  • Effects:
  • New Model multi_role 1

8 - aeronautics - Improved Medium Range Engine

8 - aeronautics - Improved Fighter Airframe

7 - artillery - 12.7mm MGs

8 - electronics - Improved Decimetric Airborne Interceptor Radar

8 - technical_efficiency - Improved Fighter Prototype Tests (D)

Advanced Fighter

  • Historic Year: 1943
  • Prerequisites:
  • Effects:
  • New Model multi_role 2
  • Model is now obsolete. multi_role 0

8 - aeronautics - Advanced Medium Range Engine

8 - aeronautics - Advanced Fighter Airframe

8 - artillery - 20mm Cannons

8 - electronics - Basic Centimetric Airborne Interceptor Radar

8 - technical_efficiency - Advanced Fighter Prototype Tests (D)

Escort Fighter

Basic Escort Fighter

  • Historic Year: 1937
  • Prerequisites:
  • Effects:
  • Activate Unit Type escort
  • New Model escort 0

8 - aeronautics - Basic Long Range Engine

8 - aeronautics - Basic Escort Fighter Airframe

6 - artillery - 7.62mm MGs

8 - electronics - Basic Decimetric Airborne Interceptor Radar

8 - technical_efficiency - Basic Escort Fighter Prototype Tests (D)

Improved Escort Fighter

  • Historic Year: 1940
  • Prerequisites:
  • Effects:
  • New Model escort 1

8 - aeronautics - Improved Long Range Engine

8 - aeronautics - Improved Escort Fighter Airframe

7 - artillery - 12.7mm MGs

8 - electronics - Improved Decimetric Airborne Interceptor Radar

8 - technical_efficiency - Improved Escort Fighter Prototype Tests (D)

Advanced Escort Fighter

  • Historic Year: 1943
  • Prerequisites:
  • Effects:
  • New Model escort 2
  • Model is now obsolete. escort 0

8 - aeronautics - Advanced Long Range Engine

8 - aeronautics - Advanced Escort Fighter Airframe

8 - artillery - 20mm Cannons

8 - electronics - Basic Centimetric Airborne Interceptor Radar

8 - technical_efficiency - Advanced Escort Fighter Prototype Tests (D)

Early Bomber

Interwar Bomber

  • Historic Year: 1936
  • Prerequisites: None
  • Effects:
  • Activate Unit Type tactical_bomber
  • New Model tactical_bomber 0

8 - aeronautics - Interwar Short-Range Bomber Engine

8 - aeronautics - Interwar Medium Bomber Airframe

8 - mechanics - External Bomb Loads

8 - electronics - Basic Radio Navigation

8 - technical_efficiency - Interwar Bomber Prototype Tests (D)

Early Bomber

  • Historic Year: 1936
  • Prerequisites:
  • Effects:
  • New Model tactical_bomber 1

8 - aeronautics - Early Short-Range Bomber Engine

8 - aeronautics - Early Bomber Airframe

8 - mechanics - Internal Bomb Loads

8 - electronics - Improved Radio Navigation

8 - technical_efficiency - Early Bomber Prototype Tests (D)

Tactical Bomber

Basic Tactical Bomber

  • Historic Year: 1938
  • Prerequisites:
  • Effects:
  • New Model tactical_bomber 2
  • Model is now obsolete. tactical_bomber 0

8 - aeronautics - Basic Medium-Range Bomber Engine

8 - aeronautics - Basic Medium Bomber Airframe

8 - chemistry - 1 ton Freefall Bombs

8 - electronics - Advanced Radio Navigation

8 - technical_efficiency - Basic Medium-Range Bomber Prototype Tests (D)

Improved Tactical Bomber

  • Historic Year: 1940
  • Prerequisites:
  • Effects:
  • New Model tactical_bomber 3
  • Model is now obsolete. tactical_bomber 1

8 - aeronautics - Improved Medium-Range Bomber Engine

8 - aeronautics - Improved Medium Bomber Airframe

8 - chemistry - 2 ton Freefall Bombs

8 - electronics - Basic Centimetric Airborne Radar Navigation

8 - technical_efficiency - Improved Medium-Range Bomber Prototype Tests (D)

Advanced Tactical Bomber

  • Historic Year: 1943
  • Prerequisites:
  • Effects:
  • New Model tactical_bomber 4
  • Model is now obsolete. tactical_bomber 2

8 - aeronautics - Advanced Medium-Range Bomber Engine

8 - aeronautics - Advanced Medium Bomber Airframe

8 - chemistry - 5 ton Freefall Bombs

8 - electronics - Improved Centimetric Airborne Radar Navigation

8 - technical_efficiency - Advanced Medium-Range Bomber Prototype Tests (D)

Close Air Support

Basic Close Air Support Aircraft

  • Historic Year: 1937
  • Prerequisites:
  • Effects:
  • Activate Unit Type cas
  • New Model cas 0

8 - aeronautics - Basic Short-Range Bomber Engine

8 - aeronautics - Basic Light Bomber Airframe

8 - chemistry - Dive-Drop Bomb Shells

8 - electronics - Advanced Radio Navigation

8 - technical_efficiency - Basic Light Bomber Prototype Tests (D)

Improved Close Air Support Aircraft

  • Historic Year: 1940
  • Prerequisites:
  • Effects:
  • New Model cas 1

8 - aeronautics - Improved Short-Range Bomber Engine

8 - aeronautics - Improved Light Bomber Airframe

8 - chemistry - Dive-Drop AP Bomb Shells

8 - electronics - Basic Centimetric Airborne Radar Navigation

8 - technical_efficiency - Improved Light Bomber Prototype Tests (D)

Advanced Close Air Support Aircraft

  • Historic Year: 1943
  • Prerequisites:
  • Effects:
  • New Model cas 2
  • Model is now obsolete. cas 0

8 - aeronautics - Advanced Short-Range Bomber Engine

8 - aeronautics - Advanced Light Bomber Airframe

8 - chemistry - Napalm Bombs

8 - electronics - Improved Centimetric Airborne Radar Navigation

8 - technical_efficiency - Advanced Light Bomber Prototype Tests (D)

Naval Bomber

Basic Naval Bomber

  • Historic Year: 1938
  • Prerequisites:
  • Effects:
  • Activate Unit Type naval_bomber
  • New Model naval_bomber 0

8 - aeronautics - Basic Medium-Range Bomber Engine

8 - aeronautics - Basic Medium Bomber Airframe

8 - chemistry - Naval Bomb Shells

8 - electronics - Advanced Radio Navigation

8 - technical_efficiency - Basic Medium-Range Bomber Prototype Tests (D)

Improved Naval Bomber

  • Historic Year: 1941
  • Prerequisites:
  • Effects:
  • New Model naval_bomber 1

8 - aeronautics - Improved Medium-Range Bomber Engine

8 - aeronautics - Improved Medium Bomber Airframe

8 - chemistry - Airborne Torpedos

8 - electronics - Basic Centimetric Airborne Radar Navigation

8 - technical_efficiency - Improved Medium-Range Bomber Prototype Tests (D)

Advanced Naval Bomber

  • Historic Year: 1943
  • Prerequisites:
  • Effects:
  • New Model naval_bomber 2
  • Model is now obsolete. naval_bomber 0

8 - aeronautics - Advanced Medium-Range Bomber Engine

8 - aeronautics - Advanced Medium Bomber Airframe

8 - chemistry - Airborne Homing Torpedos

8 - electronics - Improved Centimetric Airborne Radar Navigation

8 - technical_efficiency - Advanced Medium-Range Bomber Prototype Tests (D)

Strategic Bomber

Basic Strategic Bomber

  • Historic Year: 1937
  • Prerequisites:
  • Effects:
  • Activate Unit Type strategic_bomber
  • New Model strategic_bomber 0

8 - aeronautics - Basic Long-Range Bomber Engine

8 - aeronautics - Basic Heavy Bomber Airframe

8 - artillery - Gyrostabilized Bombing Sights

8 - electronics - Advanced Radio Navigation

8 - technical_efficiency - Basic Heavy Bomber Prototype Tests (D)

Improved Strategic Bomber

  • Historic Year: 1940
  • Prerequisites:
  • Effects:
  • New Model strategic_bomber 1

8 - aeronautics - Improved Long-Range Bomber Engine

8 - aeronautics - Improved Heavy Bomber Airframe

8 - artillery - Multiple Gun Towers

8 - electronics - Basic Centimetric Airborne Radar Navigation

8 - technical_efficiency - Improved Heavy Bomber Prototype Tests (D)

Advanced Strategic Bomber

  • Historic Year: 1943
  • Prerequisites:
  • Effects:
  • New Model strategic_bomber 2
  • Model is now obsolete. strategic_bomber 0

8 - aeronautics - Advanced Long-Range Bomber Engine

8 - aeronautics - Advanced Heavy Bomber Airframe

8 - artillery - Payload Drop Computers

8 - electronics - Improved Centimetric Airborne Radar Navigation

8 - technical_efficiency - Advanced Heavy Bomber Prototype Tests (D)

Air Transport

Basic Air Transport

  • Historic Year: 1936
  • Prerequisites:
  • Effects:
  • Activate Unit Type transport_plane
  • New Model transport_plane 0

8 - aeronautics - Basic Long-Range Bomber Engine

8 - aeronautics - Basic Heavy Bomber Airframe

6 - aeronautics - Small Cargo Capacity

8 - electronics - Advanced Radio Navigation

8 - technical_efficiency - Basic Heavy Bomber Prototype Tests (D)

Improved Air Transport

  • Historic Year: 1940
  • Prerequisites:
  • Effects:
  • New Model transport_plane 1
  • Enable Mission Type: air_supply

8 - aeronautics - Improved Long-Range Bomber Engine

8 - aeronautics - Improved Heavy Bomber Airframe

6 - aeronautics - Medium Cargo Capacity

8 - electronics - Basic Centimetric Airborne Radar Navigation

8 - technical_efficiency - Improved Heavy Bomber Prototype Tests (D)

Advanced Air Transport

  • Historic Year: 1942
  • Prerequisites:
  • Effects:
  • New Model transport_plane 2
  • Model is now obsolete. transport_plane 0
  • Efficiency: air_supply 0.5

8 - aeronautics - Advanced Long-Range Bomber Engine

8 - aeronautics - Advanced Heavy Bomber Airframe

6 - aeronautics - Large Cargo Capacity

8 - electronics - Improved Centimetric Airborne Radar Navigation

8 - technical_efficiency - Advanced Heavy Bomber Prototype Tests (D)

Albania

Background

Albania is a small country, 2 provinces, no army at all, no ability to produce one, and of course -30 manpower. They have about 15 leaders for their army, 5 for their airforce, and 4 for their navy. You are also definitely gonna get attacked by Italy.


1936-1939

Technology You should focus on manpower. Agriculture and so on. '36 INF divisions are good too. I suggest you get to the third agri technology as fast as possible. This should be done by 1938, so you will gain ~0.06 manpower a day. Good progress, as you had 0.03 a day.

Politics Your moves should be: 1936: 1 step to Free Market 1937: 1 step to Hawk Lobby 1938: One step Authoritian (less dissent after declaring war, will help later) 1939: Standing Army Also, it is important to get relations with Yugoslavia as up as humanly possible. Then demand Pristina and Skopje.

Ministers 1936: Replace armaments minister to Haxhi Lleshi(Consumer Goods need: -20%), and Foreign Minister to Llazar Fundua(Great Compromiser)

Army

By 1939 you should have about 13 MP. If you have succeded with getting Pristina and Skopje, you are going well. 3 militias in a serial build, then put them in Tirana. Should be enough for the Italians.

Albania

Background

Albania is a small country, 2 provinces, no army at all, no ability to produce one, and of course -30 manpower. They have about 15 leaders for their army, 5 for their airforce, and 4 for their navy. You are also definitely gonna get attacked by Italy.


1936-1939

Technology You should focus on manpower. Agriculture and so on. '36 INF divisions are good too. I suggest you get to the third agri technology as fast as possible. This should be done by 1938, so you will gain ~0.06 manpower a day. Good progress, as you had 0.03 a day.

Politics Your moves should be: 1936: 1 step to Free Market 1937: 1 step to Hawk Lobby 1938: One step Authoritian (less dissent after declaring war, will help later) 1939: Standing Army Also, it is important to get relations with Yugoslavia as up as humanly possible. Then demand Pristina and Skopje.

Ministers 1936: Replace armaments minister to Haxhi Lleshi(Consumer Goods need: -20%), and Foreign Minister to Llazar Fundua(Great Compromiser)

Army

By 1939 you should have about 13 MP. If you have succeded with getting Pristina and Skopje, you are going well. 3 militias in a serial build, then put them in Tirana. Should be enough for the Italians.

Aliens

The Aliens are a bit of a hidden feature of HoI. They are unleashed through a "cheat' that is activated by typing in "alienattack[province ID number]". An example would be "alienattack722". This would make them attack Roswell...Remember that they will get their sliders from the nation they attack. So, they will be democratic and isolationist attack Roswell. A better spot is Siberia (who knows, maybe there are aliens there).

So, you're ready for the challenge. Well, once you give them the attack code, you have to load up as them and DoW the world because they only DoW who they attack. You may also notice that they lack ministers. Several mods have ministers (SMEP has Star Wars characters for example). You have just completed your 36 GC as Germany and painted the world gray but you're not done. You have the aliens attack the Rockies in America. You probably won't get to them until they start expanding but it is important that you do. At first they'll just have some infantry '36. No worry for elite panzers right? Wrong. They won't stop spawning it. Soon tanks appear and better models. Suddenly your infantry 45 are duking it out with aircav. And a lot of it. Your fighters will pick off their ww1 biplanes at first but jets will appear and tear you apart. Then come the nukes. The AI aliens are given a lot of free units and free technology plus what they build themselves. You will find that they will soon be uncrushable.

In reality, ignoring a lot of what was posted above, the 'Aliens' aren't as difficult as first seem. Under standard rules the Aliens will:

Adopt the sliders of the country they 'invade'.

If those sliders allow them to, they will DOW that country. They will DOW no other country and no other country will usually DOW them. Therefore landing in Albania is pointless, they won't go anywhere.

They have no ministers.

They have spawning units, and all the latest tech is given to them over a period of a few months.

They have no leaders however, meaning they will always be fighting at -75% overcommand penalty.

The province they attack is boosted to 10 airbase and (if a port province) 10 naval base.

They WON'T conduct naval invasions, even if they are given a port province (so landing them in Britain means they'll take that country but no more).

Critically, they do not engage in any diplomacy, not even ANNEX, so they can 'take' a country but won't annex it. They therefore never own any provinces except the first.

In reality, without significant ai files, events, leaders and ministers to deal with the above they are actually very very tame and can be easily defeated.

Allies

The Allies is one of the three major alliances in HoI. The Allies is led by United Kingdom , and it's generally built by democratic states, however, it includes also some right-wing totalitarian nations, and also it includes Brazil who's left-wing radical. Allies is most industrialized alliance in game, and it has most members of alliances. Normally Allies have good relations with Comintern and they have same enemies ( the Axis ).

Members

Starter members of allies in 1936

Most important members who ofter joins to Allies when playing 1936 scenario

Also nations, who have joined war against Axis often joins the Allies

Amphibious assault

Template:Anthology

An amphibious assault is an attack by units borded on transport ships on a coastal province. To be able to start an amphibious assault, the coastal province attacked needs to have a beach suitable for a landing party -- this can be checked by looking at the terrain map in the game. A province will have a small beach line if this is the case. Consult the image to the right. Tokyo has a beach, as indicated by the beach symbol on the terrain map. Additionally, if you click on the province a small beach symbol will be shown in the overview.

Amphibious Assault Efficiency

Often, a newer player will throw lots of units into the attack, including tanks and HQs. Then, they wonder why the attack fails miserably. An amphibious landing requires much preparation and coordination. This is why, in-game, an additional amphibious landing stacking limit exists. For Doomsday, the limit is 3 divisions, for Armageddon, the limit depends on your naval doctrines and can be between 3 and 8 (for the Base Strike 1952 tech). Every unit over this limit will decrease the combat effectiveness of all units by 10%, cumulatively. For example, let's say the command limit is 3. If you attack with 3 divisions, all attack with 100% efficiency. If you attack with 4, all four will attack at 90% efficiency. If you should chose to attack with 12 divisions, all units will have a penalty of (12-3)x10 = 90 percent!

This doesn't mean that one should never attack with more divisions than the limit. In fact, every additional division will add Org and draw fire from the other divisions. The marginal benefits of an additional unit's Org will have to be compared to the marginal loss of combat efficiency (10%, for each division over the stacking limit). The following table will demonstrate this for a stacking limit of 3.

Units  Eff/unit  Total Eff
1        100       100
2        100       200
3        100       300
4         90       360
5         80       400
6         70       420*
7         60       420*
8         50       400
9         40       360

Committing 6 or 7 divisions to the attack will yield the highest amount of total combat effectiveness deployed.

Best units for a landing

Obviously, marines are the best divisions for an amphibious landing. They get the lowest combat penalty in an attack. Second best are mountaineers . These are also very well suited for an amphibious landing and can clear a beach that is not so heavily defended and are more versatile as well as cheaper to build. Paratroopers also have less difficulty participating in a landing. But consider, if you have paratroopers, these would be better used to stage a simultaneous drop-off over the beachhead for extra efficiency. Plain vanilla leg infantry will also be capable of an amphibious invasion. Do not use Mechs, Mots, Arms or HQs, as these divisions have excessive amphibious landing penalties.

The amphibious landing penalties are reduced for each Marines tech researched. Even if you never plan to build marines and want to use Mnt or pure Inf in your landings, you should research the Marines techs, as the increased amphibious assault efficiency will make landings easier for all unit types.

As you would want to have as much firepower as possible during the attack, all units should be brigaded if you expect stiff resistance. Artillery for marines is a good idea, leg infantry can also field SP-Art. Putting all divisions on offensive supply can also help to tip the scales in your favour. Flying interdiction and logistical strike missions with your bombers will also help "soften up" your opponents.

Should you encounter a particularly well defended beach, try attacking in waves. Immediately after the first attack fails, have the next group of marines attack again, until the defences wear out. It's very costly, but taking land by amphibious assault always was.

Lastly, remember that having a capable surface action group (or MAF ) in the sea zone adjacent to the province attacked. Not only will these ships protect your transports, but the shore bombardment they can provide is another (max) 25% combat penalty for the defender of the province. Also note that the shore bombardment will help your marines once they have occupied the province, giving the same penalty to the counter-attacker!

Planning the landing

Put together your landing force -- preferably marines with artillery and load them onto your transports. An Amphibious Assault mission is now active for the transports -- do not use it! It is bugged and can lead to lots of headaches. Instead, move the transports to a sea zone next to the province you want to attack. Click on the "unload" button of the transport fleet. Chose the units you want to use in the attack and right-click on the province you would like attacked. The attack will now function just as a normal land-based attack. Do not move your transports, as the attack will break off. Do not forget to put your fighting ships on Shore Bombardment mission.

Changes with Armageddon 1.3 Beta

For the Armageddon 1.3beta patch, the above does not hold. One can no longer disembark units into enemy territory. If you use the 1.3beta patch, you will have to use the amphibious assault mission. On the plus side, all remaining bugs with this mission type have been squashed and it should work exactly as intended. If you wish to attack in waves, this means that you will have to make a separate fleet for each wave, as the amphibious assault mission is fleet-dependent.

Anatolian Wars

Developed by mehmet12 and miihkali, this mod focuses on an alternate reality in which Greece won the Greco-Turkish War of 1922 and then went on to fragment Anatolia. Greece, Pontus, Armenia, Cappadocia, Kurdistan, and Turkey are all playable with new ministers, leaders and skins. Version 1.0 released in December 2007- the next version is said to include more modded nations such as Kalmykia, Jebel Al Druze, Maronite Lebanon, Coptic Egypt, Circassia, Crimean Tatar Republic, and the Kazan and Don Cossack Hosts.

The Forum website is still up, but the download links are dead.

Anti-Submarine Warfare Group

Anti-Submarine Warfare Group (ASW Group)

An Anti-Submarine Warfare Group is a group of ships whose role is to hunt and sink enemy subs . Since the primary anti-sub vessel is the DD, this is the core of any ASW group. An escort carrier is also very deadly for subs. In HoI2 and ARMA, ASW fleets are quite useful, while in Doomsday, the ASW fleet was largely ineffective. The Armageddon 1.3beta patch has solved all remaining bugs with the ASW mission order, and it will now work as intended. Especially late-game, it is very deadly.

ASW Fleet Composition

Best is smaller numbers for increased range:

Anti-Tank Brigade

Anti-Tank weapons will increase the 'Hard Attack' capability of your units, making them more effective against Armoured and Mechanized units.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
I. Early Anti–Tank 2 1 4 60 2 -1 0.3 0.5 1.0
II. Basic Anti–Tank 3 2 5 60 2 -1 0.35 0.5 1.0
III. Improved Anti–Tank 5 3 5 60 2 -1 0.4 0.5 1.0
IV. Advanced Anti–Tank 6 4 5 60 2 -1 0.45 0.5 1.0
V. Semi–Modern Anti–Tank 7 5 5 60 2 -1 0.5 0.5 1.0

Anti-aircraft Brigade

Anti-Aircraft weapons will increase the 'Air Attack' capability of your units, so that they inflict more damage on Aircraft.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
I. Basic Anti–Air 1 2 1 1 5 40 2 -1 0.3 0.5 1.0
II. Improved Anti–Air 2 3 1 1 5 40 2 0.35 0.5 1.0
III. Advanced Anti–Air 3 3 2 1 5 40 2 0.4 0.5 1.0
IV. Semi–Modern Anti–Air 4 4 3 2 5 40 2 0.45 0.5 1.0

Anti-Tank Brigade

Anti-Tank weapons will increase the 'Hard Attack' capability of your units, making them more effective against Armoured and Mechanized units.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
I. Early Anti–Tank 2 1 4 60 2 -1 0.3 0.5 1.0
II. Basic Anti–Tank 3 2 5 60 2 -1 0.35 0.5 1.0
III. Improved Anti–Tank 5 3 5 60 2 -1 0.4 0.5 1.0
IV. Advanced Anti–Tank 6 4 5 60 2 -1 0.45 0.5 1.0
V. Semi–Modern Anti–Tank 7 5 5 60 2 -1 0.5 0.5 1.0

Apocalypse

Apocalypse is a set of mini-mods for Arsenal of Democracy expanding the Armageddon Scenarios with a later start date, allowing the players to jump straight into the action with the new motorized and mechanized troops and generally a greater variety of units. The start situations are more balanced and the gameplay is much faster and more aggressive (at least that's one of the developing goals).

Version History

Developing and playtesting started August 2010, Beta 1 was released on October 2, 2010.

Synopsis:

All technologies prior to the starting year (and some essential ones in the starting year) are already researched, allowing the player to build an up-to-date motorized army right from the start. The chosen doctrine paths are based on techteam specializations and the available amount of fuel and manpower. Also, every alliance contains all doctrine paths, so a player who wants to switch has someone providing him with blueprints. The secret weapons research lags somewhat behind to prevent especially the '45 Scenario to turn into a nuclear massacre right from the start. The selection of starting units (Fleets and the amount of Arm/Mec/Mot/Mil) is influenced by the doctrine path. Note: The players start at peace, but the AI is much more aggressive than in The Abyss . Even on "normal" it usually takes less than a year until the wars start.

Available Scenarios

Download

File:Apocalypse42.zip

File:Apocalypse45.zip

Argentina

Axis Argentina

This a 1936 GC guide, playing HoI2 v1.3b.1 (Mac). Work in progress, please bear with me. :)

Focus

The idea here is not to score World Conquest, but to turn Argentina into a credible Axis junior partner and play a major role in the Southern hemisphere. Or die trying...

Startup

Argentina starts with a few obsolete and underpowered divisions, one mountain division and, most important, a HQ. You also have an obsolete interceptor and a naval bomber, plus a bunch of ancient ships. That's not too bad: true, you're nowhere near major powers level, but compared to your neighbours, you're a tiger. or, more appropriately, a jaguar. Well, something nasty, anyway... Your only true rival is Brazil.

The first thing you need to decide is, what to do with the bunch of obsolete units that is pompously known as "Argentinian Navy". One the one hand, they eat up a lot of supplies; on the other, even obsolete battleships bear a formidable amount of firepower and can be very useful later, if used wisely. Plus, you can't really afford the research and IC to build newer types. My advice is thus to keep them, for the moment.

Spend some IC on reinforcements, to bring your infantry up to strength; set aside one or two points to upgrade, but don't sweat it: you have time.

Lastly, move the political slider towards Interventionism; you'll go to war, sooner or later, and this means taking a huge dissent hit (we're talking 10-12% here). In prevision for that, start stocking on supplies. Trade what's necessary to cover your needs and also try to trade for money. The US is a very good partner for this. You will need the money to influence Germany.

Your goal is to join the Axis as soon as possible: the earlier you join, the more blueprints you get. Which leads us to...

Research

Face it: you don't have the best tech teams in the world. On the other hand, you have some of the best in the southern hemisphere and quite likely the best in Latin America. The biggest problem you face is that you only have two tech slots: you will have to make choices.

Your first two research should be Machine Tools and Census Tabulating Machine. For your next moves, I would recommend:

Whenever you can do so, start building a small quantity of industries (such as 2x4 or even 2x3). This will be important in getting to the 40 IC holy grail. Also have a couple transport ships ready for 1939; get some Marines, too, if you can.

The road to war (1936-1939)

This is the time when you go wild in South America. Attack, annex, recover; rinse, repeat. Have a few garrison in the construction queue (with Police if you already have Infantry 1936 tech).

Your biggest problem will most likely be the dissent hit due to low Interventionism, which is why supplies stockpiles are important. Right after you declare war, move all your sliders (except construction) to Consumer Goods and hope you have enough supplies to last until it's down to reasonable levels. You most likely won't have large production queues, but make sure your IC allocation to construction is always 100%.

Your first targets should be Uruguay and Paraguay . For each one it's fairly simple: move all your armies to a province adjacent to the capital province (Asunción holds the only VP for Paraguay, Montevideo the only VP for Uruguay), attack with your mountain division (which is fastest), possibly with air support (although it will be quick and you might wish to save your oil supplies) and all your other unit in Support Attack. Annex and garrison.

Next in line should be Chile . This is a bit trickier, as they have a bigger army and the front will be very wide. Also, they have the nasty habit of attacking you when you attack them... Put the bulk of your army near Santiago; the mountain division near the Chilean VP at Punta Arenas and another infantry division next to that one.

On day one, attack Santiago with all your strength and move your mountain division in the southern VP province. Remember to keep a division guarding your VP at San Miguel de Tucumán and also watch for invasion on industrial provinces; you don't have a lot of IC, don't lose them to the enemy. Here, air support might help. Once Santiago is taken, immediately attack Antofagasta with all your strength. It will take a while to get there, but, in the mean time, continue to attach Chilean troops: it keeps them busy and weak and it gives your leaders and troops some experience. Once Antofagasta is gone, annex and garrison.

For Chile, I would recommend to garrison every province: it will be useful later as early warning systems, when the Allies will come knocking on your door with massive transport fleets.

Next in line is Bolivia . The trick here is not to attack the capital directly: by the time you can do so, they will have close to six divisions in an mountain province -- got a good plan! First, have you main attack forces (with Moutain divisions) in Antofagasta; then move three infantry divisions to Sucre (which should be unoccupied), with the rest of the forces supporting the attack. Once Sucre has fallen, you can attack with your main forces and with support from your Sucre divisions. Hold off on air support: Bolivia has an Interceptor that can put serious amounts of hurt into your NAV... Annex and garrison.

You can try and attack Peru , but only do so if you're certain you can annex it before the war starts in Europe. Because, when it does, Peru will almost automatically join the Allies -- and you can expect a fair deal of Allied troops joining the tango... Should you choose to attack, Peru is a nasty customer: its VPs are in mountainous areas and the Peruvian army is marginally better than its neighbour's; yours is most likely better, but still. Your best chance for a quick victory is to first launch an attack on Arequipa with your mountain troops, and then, when victory is achieved, double up with an amphibious assault on Lima. Taking Cuzco first will help, of course.

The gist of it is, as soon as the war starts, conclude any ongoing conquest activity, as soon as possible . Now, by the time you're there, you should be well into 1939. By that time, you should be allied with the Axis power(s) (that can be done by late 1937) and have 40 IC -- and the third tech team.

Alternate strategy

Attept to build a axis Alliance in South America, with Bolivia, and Peru, which will allow you to have a much easier fight against Brazil, and Chile. Also those two countries are ripe for fascism to take them.

Argentina in the War (1940-?)

Now is the time for defense and construction.

The good news is, you have a priviledged position: you're deep south, far from the main zone of conflict. The bad news is, this only means the Allies will take longer to get at you -- but they will! This is why it is very important to grab the Falklands from the UK as soon as the war starts: first of all, because it's a major air and naval base next to your home turf, second because the Malvinas are yours by right, those Brits be damned!

From now on, you have three priorities:

  1. Safeguarding your land, by garrisoning the coastline;
  2. Safeguarding your waters, by building submarines and naval bombers;
  3. Planning your future conquests.

Build a few more infantry, possibly one fairly long queue. These will be your garrison troops for Argentina proper. One per province should be enough (maybe a reserve three-division force, for reinforcenments), as you will be mostly counting on them to sound the alarm for subs and NAVs to intervene.

One nasty trick is to leave Tierra del Fuego open and to wait and see Allies placing themselves in the "prison camp" island. They won't be able to attack if there are hostile fleets in the surrounding waters, so keep a couple subs cruising around. It's dangerous, but attrition might do much larger damage to those troops that your army can ever hope to do...

Your main builds, however, will be subs. Try to get 4-6 series running for a long time. They build fast and you should get a nice gearing bonus there. You will, however, lose a lot of them. With any luck, you will also do a good deal of damage to the Allied fleets. Also have 1, possibly 2 NAV series. Try to upgrade to Improved NAV as soon as possible and push those Sea and Air Doctrines to the maximum. Encryption/Decryption techniques are also good for detection and surprise.

Have your old fleet (remember them?) set up near the most frequent Allied landing point (it's usually Santiago, but your mileage may vary) and bring them out as a backup force when the US tries something. They may be old, but they can still turn a good deal of transports and their escorts into artificial reef. And if they are sunk, at least they went in a blaze of glory...

Coming Soon: Back to the offensive

Argentina as a major power

AIM

It is possible to conquer any nation (possibly Germany and Soviet Union?) with Argentina in the 1936 GC.

Technology and ministers

Since the biggest problem for all minor powers is manpower, swap the ministers to give the most manpower bonus (you need them to fight USA later). The intel and armament ministers should give +5% IC bonus. However, some ministers don't come until 1938 so check after every year to get maximum effect on manpower.

Boosting manpower sacrifices valuable IC, thus less tech slot avalible. Trim your research to the following (* means priority): Food production* The assembly lines (SM*, vehicle* and aircraft) Land doctrines* Infantry* Artillery* Supply efficiency Mot CAS CAS doctrines

You will only have 3 free slots most of your time so don't research anything else.

Diplomacy

Use all your spare metal and oil to trade with the USA for food. Keep influencing the USA and the allies because they are annoying pests who will attack you prematurely and end your game. You must sign NAPs before a war with USA when your belliengerance is too high.

Just push for interventionsm. Going Hawk and/or standing army is useless, USA will influence you to screw up your sliders anyway. However, they don't seem to do anything to my intervention and authorian slider. You can exploit this later on. Since USA has full open society and free market, you will recive free slides and have less partisans and get your free market slider maxed(the only way you can get it because you are too authorian anyway). Later events will make USA full intervention and probably 8 points in Hawk, you will get your Hawk slider back so don't worry if you became Dove early in the game.

Bang on to War in South America

Do not worry about dissent at all, you are going to have it for a few years, so attack when your army's ready. Set your production automatic. Trade all your oil and metal with USA for food. Disband your interceptor and NAV. Disband all brigades. March your Mtn to the southern part(the province next to the chile VP). The others attack Montevideo and do not annex yet. Striaght after that march everything to paraguay, attack and annex. Build one convoy now, after it is completed, do a series of 3 transports.

Move everything to Chile and attack their 3 VPs at once. They have minimal resistance so its fairly easy to take down. Move all your army to the south of Bolivia. Do the same old attack and annex trick. You may experience problems when attacking their army of 5. Simply lure some of their troops into the moutainous province before taking their capital.

Your first transport probably has arrived. Load up one division and do an Amphabious landing in Peru. The trick is having your main army to support attack at the adjacent province. You should have annexed them in no time. Build 3 inf divisions and one naval port(without the naval port you are screwed). Place one division in Ascioun to defend it. If your dissent is leveled already, build some artillery for your inf to give extra punch. When the port is nearly done, declare war on Brazil and use the amph+support attack to take all the coastal VPs. There is one VP province you have to march in to take it. Have 1 division walk there and 4-5 supporting attack with HQ. Keep taking coastline VPs with your remaining army. After you have taken Recife. You realised you need a port there to take the last VP. Place the Port in Recife and finish the Job. Remember to annex Uruaguay now. Or else the USA will come down and kill you.

I HAVE TO STRESS THIS: DO NOT GO TO WAR WITH ANOTHER COUNTRY WITHOUT A NAP WITH THE USA AFTER THIS POINT. They hate you, they want to kill you so get a NAP before doing any conquests. Build 2x3 transports. In the meantime, finish off the remaining South American Countries. When you have 9 transports, attack Panama with everything. If you do this too late, these tiny countries will probably have 2-3 divisions, which is hard to get in. You should have completed this by late 1938.

Central America and Carrabian

It must be so attempting to switch to a Prince of Terror by now since you have 200+ manpower, and get another tech slot. However, 200+ manpower only equals 20 divisions. Not even enough to cover all your coastal provinces. Disband your mountain division because we are not getting up that tech tree, and recive some extra manpower. All you should build is inf with art. Don't even lay a finger on garrisons. You don't have the manpower to do it. At this point, some majors like France would probably declare war on you, so get your relations better with them. (The following is not tested: I have -200 relations with France by early 1939, they always declare war on me. However, I spent a few months improving relations and have neutral relations with them, they don't seem to do anything to me. Thus you can probably carry on conquering central America and the carribian earlier if you get good relations with them.) If my theory isn't right. Wait till mid 1940 because our pal Germany is punishing them for their pesty behaviour. Then you can take all the minor powers in America. You should get your 4th tech team slot by now. (However, its base IC is 61 so a few stratigic bombing will finish you off. before you go to war with USA, make sure your 4th team finished researching).

Total dominance in America

Before you go to war, garrision ALL beach heads with inf with artillery. You don't want a cock up after you went this far. Your army should be consisting Mot and Inf-art. Mot because it is cheap and quick. Build as many CAS as you can. When you go to war, remember to take the four allied province in South america by amph landing, colon, falklands and Belize City. You should be able to defeat the USA and its minion Canada.

After you rule America

I allied with Germany and got only a few blueprints, its probably not worth joining the Axis if you want to fight them later ((From Emperor Gumby IV- Buy the blueprints from them with Oil and Metal. It's not like you can use everything you have))


Emperor Gumby's Argentina Strategy (Axis Junior-into-Senior Member)

HOI2 DD v1.2, 1936 GC

The objective to this strategy is to turn Argentina into a credible world threat. This isn't for inexperienced players as I set some pretty tough early goals. They can all be achieved however.

Phase 1: Initial Growth

There's no way we can help the Axis or anyone else by staying within the borders of Argentina. We must expand. Ignore the tiny countries on your border; we're taking on Brazil first. And we're going to win by the end of July '36.

Before unpausing:

Move your intervention slider toward intervention. Dissent will be through the roof until we get this bumped back a little. Begin construction of 2x2 Milita and 2x1 Transports For research, I usually pick Census Tabulating Machine and start with the Machine Tools line, and then Rear Area Dumps, and the Agricultural line. In that order. Also, don't rush to join the Axis. Strictly speaking, the game will probably never register that we're even in the axis because we're siding with Japan, not Germany, but it's all the same in the end. The Axis will rule the world... or there will be the Argentine World Order. Last, make sure your advisers give IC bonuses if you have a minister for that type that would.

After unpausing:

Sell oil to the Americans for cash. We don't need it and it will free up IC from consumer goods so our militia and transports will finish on schedule. Divide up your troops so that you have a bunch of one-division armies. Make sure you have a General or Field Marshal in charge of the HQ. Leave them all in Buenos Aires.

Now take a look at the “Argentine Navy” . . . Pretty pathetic, right? Anywhere else in the world, yeah, it would be the laughing stock of the seas. We're in South America though, and it's the most powerful fleet around. Combine all the heavy cruisers and battleships into one group, and everything else into another. Rebase both fleets to Buenos Aires. We're going to need these later.

When the first batch of militia are ready to go in February, put one in Concordia and the other in Buenos Aries. Group both transports when they finish in March (on the 10th) and base them out of Buenos Aires. Move your battle fleets to block the escape of wherever the Brazilian fleet is hiding... usually Porto Alegre. They only have 3 ports, so it's not that hard to find them. Also, check to make certain Curitiba is undefended, if not, find another nearby province that is.

As soon as the second batch of militia are ready on the 19th, deploy them to Buenos Aires and declare war on Brazil. Don't start building anything new. Let the consumer goods bring down our dissent.

War with Brazil

Load your mountaineer division and the HQ into the transports and do an amphibious assault on Curitiba if it was undefended earlier. You'll take the province and ensure this is an entirely defensive war for Brazil. March that militia group from Concordia to Porto Alegre. Start using the transports to quickly move your divisions from Buenos Aires to the next point up the coast. Don't do amphibious assaults onto defended positions. This wastes valuable readiness. Use the troops from the province you just captured to attack. They will seldom have more than one or two divisions to defend each province. If they put up a fight, land more divisions, then attack again. Use your battle fleets to ensure the Brazilian navy stays in port and doesn't harass our transports. Use Coastal Bombardment when you're certain there is no threat to the transports.

Don't advance inland yet. All but one IC and VPs are located along the coast. Recife might pose a small problem. There's a river between it and Salvador, but Fortaleza is never defended and you can land troops there and attack from both directions. Your last amphibious assault should be on Belem. Use a militia for this as it won't be a defended province and there's no harbor there to pick up the unit, so it will have to march to another province. Advance a unit from Vitoria to Golias, support the attack from all directions that can, or they might get defeated due to poor infrastructure and losing lots of organization while moving. As soon as you control Golias, annex Brazil, dissent or no dissent. We don't have time to keep fighting them.


Post-Brazil

As I said, we don't have time to keep messing with Brazil. We have to finish taking over South America before the USA starts raising their intervention to the point where we can't sneeze without Patton showing up in our capital. Try not to worry about Partisans unless it actually spawns a unit.

There are three real gems in South America as countries go: Argentina, Brazil, and Venezuela. You can guess where we're going next, can't you? Use your transports to start moving troops to Macapa. You'll probably have to rebase the transports to Rio de Janeiro. With your first three or four divisions that arrive there, march to Boa Vista. Don't use your HQ for this, it moves very slow through the jungle.

As soon as dissent is back to 0%, invade Venezuela. Send those guys in the jungle to Cuidad Guyana. As soon as the garrison there is defeated, load the transports again and move them to Bocas del Dragon (the water in front of the province we just attacked). The game will tell you they cant get close enough to do an amphibious assault on the province, but this is rubbish. Click the button to see the troops loaded on the transports and manually move them to the land. Do this with the rest of your forces as well since we won't be able to do another invasion like Brazil. This one will require grunt work.

Annex Venezuela as soon as they're boot-heeled. If you have a prince of terror, you should be at the magical 40 IC to start another tech team. Sometimes there's a weird glitch and I only get 39 IC, but that just means we need to kill another neighbor. You can do what you like with the new research team, but I strongly recommend abandoning the firepower doctrine and starting toward the infiltration doctrines while we still have a team that can do this efficiently. You will lose Justo as a research team whether you have the sudden change of government event or not in 1938, so use him while you've got him. Also note, you won't lose him until after whatever he is researching finishes, so if it is December 1937, by all means, start another doctrine.

After Venezuela, Colombia is the obvious choice since all of our troops are right next to their victory points anyway. Start selling the oil we just acquired to the Germans, we'll need the cash to influence our way into an alliance with Japan, and the Germans will need the oil. When dissent hits 0%, invade Colombia.

Keep kicking in the neighbors. The Americans might hate us, but they won't usually do anything until they raise their intervention, guarantee of independence or no. So we've got a deadline to keep, after Colombia and Ecuador fall, strat-deploy where you have to in order to get troops in position on time. Tick-tock.

As you start nearing the last two countries, start building 2x2 more transports and start influencing Japan. You might consider switching foreign ministers to the Apologetic Clerk for cheaper influence. You're not really going to have a cash shortage, but it can't hurt.

Alliance with Japan

Once you are lord and master of South America, join Japan's alliance. If you have done all this right, it should be mid 1938. If you try joining Japan while still conquering your home continent, Japan will carry out Pearl Harbor on the USA and you'll be stuck fighting them. You'll need more troops for the next part, so you might as well start building 6x2 or 7x2 infantry as soon as you have the spare IC. Once these are finished and your dissent is at 0, start building more IC. Buy whatever blueprints you can from Japan. You won't have any lack of resources so don't get stingy with the oil and metal. Their land doctrines are good, and their aircraft carriers are way more useful than the submarines you'd have gotten from Germany.

Also, a change in ministers from prince of terror to man of the people is in order. Also, the chief of staff that gives 25% more manpower too. Otherwise you're going to run out of troops while fighting some of the bigger nations later. You might be able to get away with not doing this, but I don't recommend it. You'll lose quite a bit of IC, but you'll double your manpower. Be careful about switching too early with Prince of Terror or you'll lose the third tech team and anything they were doing until you're back to 40 IC. Be warned that the sudden change of government event might make this change for you and there's not anything you can do... so don't mess around with the dissent and make sure you've been moving your intervention slider all this time.

Joining Japan's alliance will automatically put you at war with China, but with no penalty to dissent. Rebase your transports to Quito and begin moving troops across the pacific. You won't be able to use Sea Transport missions, but you can tell your transports to rebase to allied ports in Asia via the dropdown menu. Shanghai is usually a good spot, if not, just use Dalian. Once your troops are in Asia, rebase back to Quito and restart the process. Until you have 16-ish divisions in Asia, loan them to Japan as expeditionary forces. Once the bulk of your army has arrived, start trying to take key points like Guangzhou, Guilin, and Chongqing. This normally leads to Japan achieving victory over China around the time things start to heat up in Europe.


Post-China

Once China is defeated, Japan will still be at war with Sinkiang, but they won't need any help with that. Communist China, might be good for some free XP for your generals if Japan is still fighting them.

Now is the time to start thinking more long term. I'm not making a detailed guide on what to do next, because there are lots of guides that already tell how to take down the Americans, Russians, or British with a minor nation. I usually go after the Russians because if you don't, Japan will attack the Americans in late 1941 or early 1942 and you'll be pulled into fighting your much more powerful neighbor. With Japan, Argentina, and whatever happened to China attacking on one side, and the Germans attacking from the other, the Commitern is doomed and then you only have to fight the Allies (Brits and Americans). You might have to edit your save file, but sometimes when I attack Russia, the non-aggression pact between Japan and the Russians doesn't go away and its me and China vs the Russians, which is winable, but Japanese troops will unrealistically do nothing.

Something else to consider, drop the Alliance with Japan in late 1941 and build industry and infrastructure in your 3 home provinces that have 20% infrastructure (need 40% to build IC). Attack the other industrial minors, Spain like and Portugal (and later Vichy when Germany starts losing) and you can establish your own worldwide empire. Or do something crazy like join the allies and lead an attack on the red menace. I mean, seriously. This is very open ended. Good luck.

Argentina

Axis Argentina

This a 1936 GC guide, playing HoI2 v1.3b.1 (Mac). Work in progress, please bear with me. :)

Focus

The idea here is not to score World Conquest, but to turn Argentina into a credible Axis junior partner and play a major role in the Southern hemisphere. Or die trying...

Startup

Argentina starts with a few obsolete and underpowered divisions, one mountain division and, most important, a HQ. You also have an obsolete interceptor and a naval bomber, plus a bunch of ancient ships. That's not too bad: true, you're nowhere near major powers level, but compared to your neighbours, you're a tiger. or, more appropriately, a jaguar. Well, something nasty, anyway... Your only true rival is Brazil.

The first thing you need to decide is, what to do with the bunch of obsolete units that is pompously known as "Argentinian Navy". One the one hand, they eat up a lot of supplies; on the other, even obsolete battleships bear a formidable amount of firepower and can be very useful later, if used wisely. Plus, you can't really afford the research and IC to build newer types. My advice is thus to keep them, for the moment.

Spend some IC on reinforcements, to bring your infantry up to strength; set aside one or two points to upgrade, but don't sweat it: you have time.

Lastly, move the political slider towards Interventionism; you'll go to war, sooner or later, and this means taking a huge dissent hit (we're talking 10-12% here). In prevision for that, start stocking on supplies. Trade what's necessary to cover your needs and also try to trade for money. The US is a very good partner for this. You will need the money to influence Germany.

Your goal is to join the Axis as soon as possible: the earlier you join, the more blueprints you get. Which leads us to...

Research

Face it: you don't have the best tech teams in the world. On the other hand, you have some of the best in the southern hemisphere and quite likely the best in Latin America. The biggest problem you face is that you only have two tech slots: you will have to make choices.

Your first two research should be Machine Tools and Census Tabulating Machine. For your next moves, I would recommend:

Whenever you can do so, start building a small quantity of industries (such as 2x4 or even 2x3). This will be important in getting to the 40 IC holy grail. Also have a couple transport ships ready for 1939; get some Marines, too, if you can.

The road to war (1936-1939)

This is the time when you go wild in South America. Attack, annex, recover; rinse, repeat. Have a few garrison in the construction queue (with Police if you already have Infantry 1936 tech).

Your biggest problem will most likely be the dissent hit due to low Interventionism, which is why supplies stockpiles are important. Right after you declare war, move all your sliders (except construction) to Consumer Goods and hope you have enough supplies to last until it's down to reasonable levels. You most likely won't have large production queues, but make sure your IC allocation to construction is always 100%.

Your first targets should be Uruguay and Paraguay . For each one it's fairly simple: move all your armies to a province adjacent to the capital province (Asunción holds the only VP for Paraguay, Montevideo the only VP for Uruguay), attack with your mountain division (which is fastest), possibly with air support (although it will be quick and you might wish to save your oil supplies) and all your other unit in Support Attack. Annex and garrison.

Next in line should be Chile . This is a bit trickier, as they have a bigger army and the front will be very wide. Also, they have the nasty habit of attacking you when you attack them... Put the bulk of your army near Santiago; the mountain division near the Chilean VP at Punta Arenas and another infantry division next to that one.

On day one, attack Santiago with all your strength and move your mountain division in the southern VP province. Remember to keep a division guarding your VP at San Miguel de Tucumán and also watch for invasion on industrial provinces; you don't have a lot of IC, don't lose them to the enemy. Here, air support might help. Once Santiago is taken, immediately attack Antofagasta with all your strength. It will take a while to get there, but, in the mean time, continue to attach Chilean troops: it keeps them busy and weak and it gives your leaders and troops some experience. Once Antofagasta is gone, annex and garrison.

For Chile, I would recommend to garrison every province: it will be useful later as early warning systems, when the Allies will come knocking on your door with massive transport fleets.

Next in line is Bolivia . The trick here is not to attack the capital directly: by the time you can do so, they will have close to six divisions in an mountain province -- got a good plan! First, have you main attack forces (with Moutain divisions) in Antofagasta; then move three infantry divisions to Sucre (which should be unoccupied), with the rest of the forces supporting the attack. Once Sucre has fallen, you can attack with your main forces and with support from your Sucre divisions. Hold off on air support: Bolivia has an Interceptor that can put serious amounts of hurt into your NAV... Annex and garrison.

You can try and attack Peru , but only do so if you're certain you can annex it before the war starts in Europe. Because, when it does, Peru will almost automatically join the Allies -- and you can expect a fair deal of Allied troops joining the tango... Should you choose to attack, Peru is a nasty customer: its VPs are in mountainous areas and the Peruvian army is marginally better than its neighbour's; yours is most likely better, but still. Your best chance for a quick victory is to first launch an attack on Arequipa with your mountain troops, and then, when victory is achieved, double up with an amphibious assault on Lima. Taking Cuzco first will help, of course.

The gist of it is, as soon as the war starts, conclude any ongoing conquest activity, as soon as possible . Now, by the time you're there, you should be well into 1939. By that time, you should be allied with the Axis power(s) (that can be done by late 1937) and have 40 IC -- and the third tech team.

Alternate strategy

Attept to build a axis Alliance in South America, with Bolivia, and Peru, which will allow you to have a much easier fight against Brazil, and Chile. Also those two countries are ripe for fascism to take them.

Argentina in the War (1940-?)

Now is the time for defense and construction.

The good news is, you have a priviledged position: you're deep south, far from the main zone of conflict. The bad news is, this only means the Allies will take longer to get at you -- but they will! This is why it is very important to grab the Falklands from the UK as soon as the war starts: first of all, because it's a major air and naval base next to your home turf, second because the Malvinas are yours by right, those Brits be damned!

From now on, you have three priorities:

  1. Safeguarding your land, by garrisoning the coastline;
  2. Safeguarding your waters, by building submarines and naval bombers;
  3. Planning your future conquests.

Build a few more infantry, possibly one fairly long queue. These will be your garrison troops for Argentina proper. One per province should be enough (maybe a reserve three-division force, for reinforcenments), as you will be mostly counting on them to sound the alarm for subs and NAVs to intervene.

One nasty trick is to leave Tierra del Fuego open and to wait and see Allies placing themselves in the "prison camp" island. They won't be able to attack if there are hostile fleets in the surrounding waters, so keep a couple subs cruising around. It's dangerous, but attrition might do much larger damage to those troops that your army can ever hope to do...

Your main builds, however, will be subs. Try to get 4-6 series running for a long time. They build fast and you should get a nice gearing bonus there. You will, however, lose a lot of them. With any luck, you will also do a good deal of damage to the Allied fleets. Also have 1, possibly 2 NAV series. Try to upgrade to Improved NAV as soon as possible and push those Sea and Air Doctrines to the maximum. Encryption/Decryption techniques are also good for detection and surprise.

Have your old fleet (remember them?) set up near the most frequent Allied landing point (it's usually Santiago, but your mileage may vary) and bring them out as a backup force when the US tries something. They may be old, but they can still turn a good deal of transports and their escorts into artificial reef. And if they are sunk, at least they went in a blaze of glory...

Coming Soon: Back to the offensive

Argentina as a major power

AIM

It is possible to conquer any nation (possibly Germany and Soviet Union?) with Argentina in the 1936 GC.

Technology and ministers

Since the biggest problem for all minor powers is manpower, swap the ministers to give the most manpower bonus (you need them to fight USA later). The intel and armament ministers should give +5% IC bonus. However, some ministers don't come until 1938 so check after every year to get maximum effect on manpower.

Boosting manpower sacrifices valuable IC, thus less tech slot avalible. Trim your research to the following (* means priority): Food production* The assembly lines (SM*, vehicle* and aircraft) Land doctrines* Infantry* Artillery* Supply efficiency Mot CAS CAS doctrines

You will only have 3 free slots most of your time so don't research anything else.

Diplomacy

Use all your spare metal and oil to trade with the USA for food. Keep influencing the USA and the allies because they are annoying pests who will attack you prematurely and end your game. You must sign NAPs before a war with USA when your belliengerance is too high.

Just push for interventionsm. Going Hawk and/or standing army is useless, USA will influence you to screw up your sliders anyway. However, they don't seem to do anything to my intervention and authorian slider. You can exploit this later on. Since USA has full open society and free market, you will recive free slides and have less partisans and get your free market slider maxed(the only way you can get it because you are too authorian anyway). Later events will make USA full intervention and probably 8 points in Hawk, you will get your Hawk slider back so don't worry if you became Dove early in the game.

Bang on to War in South America

Do not worry about dissent at all, you are going to have it for a few years, so attack when your army's ready. Set your production automatic. Trade all your oil and metal with USA for food. Disband your interceptor and NAV. Disband all brigades. March your Mtn to the southern part(the province next to the chile VP). The others attack Montevideo and do not annex yet. Striaght after that march everything to paraguay, attack and annex. Build one convoy now, after it is completed, do a series of 3 transports.

Move everything to Chile and attack their 3 VPs at once. They have minimal resistance so its fairly easy to take down. Move all your army to the south of Bolivia. Do the same old attack and annex trick. You may experience problems when attacking their army of 5. Simply lure some of their troops into the moutainous province before taking their capital.

Your first transport probably has arrived. Load up one division and do an Amphabious landing in Peru. The trick is having your main army to support attack at the adjacent province. You should have annexed them in no time. Build 3 inf divisions and one naval port(without the naval port you are screwed). Place one division in Ascioun to defend it. If your dissent is leveled already, build some artillery for your inf to give extra punch. When the port is nearly done, declare war on Brazil and use the amph+support attack to take all the coastal VPs. There is one VP province you have to march in to take it. Have 1 division walk there and 4-5 supporting attack with HQ. Keep taking coastline VPs with your remaining army. After you have taken Recife. You realised you need a port there to take the last VP. Place the Port in Recife and finish the Job. Remember to annex Uruaguay now. Or else the USA will come down and kill you.

I HAVE TO STRESS THIS: DO NOT GO TO WAR WITH ANOTHER COUNTRY WITHOUT A NAP WITH THE USA AFTER THIS POINT. They hate you, they want to kill you so get a NAP before doing any conquests. Build 2x3 transports. In the meantime, finish off the remaining South American Countries. When you have 9 transports, attack Panama with everything. If you do this too late, these tiny countries will probably have 2-3 divisions, which is hard to get in. You should have completed this by late 1938.

Central America and Carrabian

It must be so attempting to switch to a Prince of Terror by now since you have 200+ manpower, and get another tech slot. However, 200+ manpower only equals 20 divisions. Not even enough to cover all your coastal provinces. Disband your mountain division because we are not getting up that tech tree, and recive some extra manpower. All you should build is inf with art. Don't even lay a finger on garrisons. You don't have the manpower to do it. At this point, some majors like France would probably declare war on you, so get your relations better with them. (The following is not tested: I have -200 relations with France by early 1939, they always declare war on me. However, I spent a few months improving relations and have neutral relations with them, they don't seem to do anything to me. Thus you can probably carry on conquering central America and the carribian earlier if you get good relations with them.) If my theory isn't right. Wait till mid 1940 because our pal Germany is punishing them for their pesty behaviour. Then you can take all the minor powers in America. You should get your 4th tech team slot by now. (However, its base IC is 61 so a few stratigic bombing will finish you off. before you go to war with USA, make sure your 4th team finished researching).

Total dominance in America

Before you go to war, garrision ALL beach heads with inf with artillery. You don't want a cock up after you went this far. Your army should be consisting Mot and Inf-art. Mot because it is cheap and quick. Build as many CAS as you can. When you go to war, remember to take the four allied province in South america by amph landing, colon, falklands and Belize City. You should be able to defeat the USA and its minion Canada.

After you rule America

I allied with Germany and got only a few blueprints, its probably not worth joining the Axis if you want to fight them later ((From Emperor Gumby IV- Buy the blueprints from them with Oil and Metal. It's not like you can use everything you have))


Emperor Gumby's Argentina Strategy (Axis Junior-into-Senior Member)

HOI2 DD v1.2, 1936 GC

The objective to this strategy is to turn Argentina into a credible world threat. This isn't for inexperienced players as I set some pretty tough early goals. They can all be achieved however.

Phase 1: Initial Growth

There's no way we can help the Axis or anyone else by staying within the borders of Argentina. We must expand. Ignore the tiny countries on your border; we're taking on Brazil first. And we're going to win by the end of July '36.

Before unpausing:

Move your intervention slider toward intervention. Dissent will be through the roof until we get this bumped back a little. Begin construction of 2x2 Milita and 2x1 Transports For research, I usually pick Census Tabulating Machine and start with the Machine Tools line, and then Rear Area Dumps, and the Agricultural line. In that order. Also, don't rush to join the Axis. Strictly speaking, the game will probably never register that we're even in the axis because we're siding with Japan, not Germany, but it's all the same in the end. The Axis will rule the world... or there will be the Argentine World Order. Last, make sure your advisers give IC bonuses if you have a minister for that type that would.

After unpausing:

Sell oil to the Americans for cash. We don't need it and it will free up IC from consumer goods so our militia and transports will finish on schedule. Divide up your troops so that you have a bunch of one-division armies. Make sure you have a General or Field Marshal in charge of the HQ. Leave them all in Buenos Aires.

Now take a look at the “Argentine Navy” . . . Pretty pathetic, right? Anywhere else in the world, yeah, it would be the laughing stock of the seas. We're in South America though, and it's the most powerful fleet around. Combine all the heavy cruisers and battleships into one group, and everything else into another. Rebase both fleets to Buenos Aires. We're going to need these later.

When the first batch of militia are ready to go in February, put one in Concordia and the other in Buenos Aries. Group both transports when they finish in March (on the 10th) and base them out of Buenos Aires. Move your battle fleets to block the escape of wherever the Brazilian fleet is hiding... usually Porto Alegre. They only have 3 ports, so it's not that hard to find them. Also, check to make certain Curitiba is undefended, if not, find another nearby province that is.

As soon as the second batch of militia are ready on the 19th, deploy them to Buenos Aires and declare war on Brazil. Don't start building anything new. Let the consumer goods bring down our dissent.

War with Brazil

Load your mountaineer division and the HQ into the transports and do an amphibious assault on Curitiba if it was undefended earlier. You'll take the province and ensure this is an entirely defensive war for Brazil. March that militia group from Concordia to Porto Alegre. Start using the transports to quickly move your divisions from Buenos Aires to the next point up the coast. Don't do amphibious assaults onto defended positions. This wastes valuable readiness. Use the troops from the province you just captured to attack. They will seldom have more than one or two divisions to defend each province. If they put up a fight, land more divisions, then attack again. Use your battle fleets to ensure the Brazilian navy stays in port and doesn't harass our transports. Use Coastal Bombardment when you're certain there is no threat to the transports.

Don't advance inland yet. All but one IC and VPs are located along the coast. Recife might pose a small problem. There's a river between it and Salvador, but Fortaleza is never defended and you can land troops there and attack from both directions. Your last amphibious assault should be on Belem. Use a militia for this as it won't be a defended province and there's no harbor there to pick up the unit, so it will have to march to another province. Advance a unit from Vitoria to Golias, support the attack from all directions that can, or they might get defeated due to poor infrastructure and losing lots of organization while moving. As soon as you control Golias, annex Brazil, dissent or no dissent. We don't have time to keep fighting them.


Post-Brazil

As I said, we don't have time to keep messing with Brazil. We have to finish taking over South America before the USA starts raising their intervention to the point where we can't sneeze without Patton showing up in our capital. Try not to worry about Partisans unless it actually spawns a unit.

There are three real gems in South America as countries go: Argentina, Brazil, and Venezuela. You can guess where we're going next, can't you? Use your transports to start moving troops to Macapa. You'll probably have to rebase the transports to Rio de Janeiro. With your first three or four divisions that arrive there, march to Boa Vista. Don't use your HQ for this, it moves very slow through the jungle.

As soon as dissent is back to 0%, invade Venezuela. Send those guys in the jungle to Cuidad Guyana. As soon as the garrison there is defeated, load the transports again and move them to Bocas del Dragon (the water in front of the province we just attacked). The game will tell you they cant get close enough to do an amphibious assault on the province, but this is rubbish. Click the button to see the troops loaded on the transports and manually move them to the land. Do this with the rest of your forces as well since we won't be able to do another invasion like Brazil. This one will require grunt work.

Annex Venezuela as soon as they're boot-heeled. If you have a prince of terror, you should be at the magical 40 IC to start another tech team. Sometimes there's a weird glitch and I only get 39 IC, but that just means we need to kill another neighbor. You can do what you like with the new research team, but I strongly recommend abandoning the firepower doctrine and starting toward the infiltration doctrines while we still have a team that can do this efficiently. You will lose Justo as a research team whether you have the sudden change of government event or not in 1938, so use him while you've got him. Also note, you won't lose him until after whatever he is researching finishes, so if it is December 1937, by all means, start another doctrine.

After Venezuela, Colombia is the obvious choice since all of our troops are right next to their victory points anyway. Start selling the oil we just acquired to the Germans, we'll need the cash to influence our way into an alliance with Japan, and the Germans will need the oil. When dissent hits 0%, invade Colombia.

Keep kicking in the neighbors. The Americans might hate us, but they won't usually do anything until they raise their intervention, guarantee of independence or no. So we've got a deadline to keep, after Colombia and Ecuador fall, strat-deploy where you have to in order to get troops in position on time. Tick-tock.

As you start nearing the last two countries, start building 2x2 more transports and start influencing Japan. You might consider switching foreign ministers to the Apologetic Clerk for cheaper influence. You're not really going to have a cash shortage, but it can't hurt.

Alliance with Japan

Once you are lord and master of South America, join Japan's alliance. If you have done all this right, it should be mid 1938. If you try joining Japan while still conquering your home continent, Japan will carry out Pearl Harbor on the USA and you'll be stuck fighting them. You'll need more troops for the next part, so you might as well start building 6x2 or 7x2 infantry as soon as you have the spare IC. Once these are finished and your dissent is at 0, start building more IC. Buy whatever blueprints you can from Japan. You won't have any lack of resources so don't get stingy with the oil and metal. Their land doctrines are good, and their aircraft carriers are way more useful than the submarines you'd have gotten from Germany.

Also, a change in ministers from prince of terror to man of the people is in order. Also, the chief of staff that gives 25% more manpower too. Otherwise you're going to run out of troops while fighting some of the bigger nations later. You might be able to get away with not doing this, but I don't recommend it. You'll lose quite a bit of IC, but you'll double your manpower. Be careful about switching too early with Prince of Terror or you'll lose the third tech team and anything they were doing until you're back to 40 IC. Be warned that the sudden change of government event might make this change for you and there's not anything you can do... so don't mess around with the dissent and make sure you've been moving your intervention slider all this time.

Joining Japan's alliance will automatically put you at war with China, but with no penalty to dissent. Rebase your transports to Quito and begin moving troops across the pacific. You won't be able to use Sea Transport missions, but you can tell your transports to rebase to allied ports in Asia via the dropdown menu. Shanghai is usually a good spot, if not, just use Dalian. Once your troops are in Asia, rebase back to Quito and restart the process. Until you have 16-ish divisions in Asia, loan them to Japan as expeditionary forces. Once the bulk of your army has arrived, start trying to take key points like Guangzhou, Guilin, and Chongqing. This normally leads to Japan achieving victory over China around the time things start to heat up in Europe.


Post-China

Once China is defeated, Japan will still be at war with Sinkiang, but they won't need any help with that. Communist China, might be good for some free XP for your generals if Japan is still fighting them.

Now is the time to start thinking more long term. I'm not making a detailed guide on what to do next, because there are lots of guides that already tell how to take down the Americans, Russians, or British with a minor nation. I usually go after the Russians because if you don't, Japan will attack the Americans in late 1941 or early 1942 and you'll be pulled into fighting your much more powerful neighbor. With Japan, Argentina, and whatever happened to China attacking on one side, and the Germans attacking from the other, the Commitern is doomed and then you only have to fight the Allies (Brits and Americans). You might have to edit your save file, but sometimes when I attack Russia, the non-aggression pact between Japan and the Russians doesn't go away and its me and China vs the Russians, which is winable, but Japanese troops will unrealistically do nothing.

Something else to consider, drop the Alliance with Japan in late 1941 and build industry and infrastructure in your 3 home provinces that have 20% infrastructure (need 40% to build IC). Attack the other industrial minors, Spain like and Portugal (and later Vichy when Germany starts losing) and you can establish your own worldwide empire. Or do something crazy like join the allies and lead an attack on the red menace. I mean, seriously. This is very open ended. Good luck.

Armageddon

Hearts of Iron 2 Armageddon (HOI2 ARMA), is a booster pack for the HOI2 Doomsday game.

New Features

New Options

Abyss and Armageddon Explained

Both these scenarios are in a fantasy setting of which each of the 18 countries have a base IC of 200, although various modifiers change from country to country, all have similar IC except for the 19th country, Tannu Tavu which is put in for a hefty challenge for anyone willing. In terms of ministers and tech teams, and AI, it seems to revolve around the respective countries in normal HoI. For instance Prussia has predominantly German ministers tech teams and AI. It is worth assuming that this scenario was made for a balanced fun multiplayer games.

Although both scenarios are very similar, they are different in that Abyss starts with all countries at peace and in no sort of alliance while Armageddon throws the players into an all out brawl between 3 ideological alliances. Here are the alliances :

Axis - Nationalist Socialist

Allies - Market Liberal

Comintern - Stalinist

Armageddon

Hearts of Iron 2 Armageddon (HOI2 ARMA), is a booster pack for the HOI2 Doomsday game.

New Features

New Options

Abyss and Armageddon Explained

Both these scenarios are in a fantasy setting of which each of the 18 countries have a base IC of 200, although various modifiers change from country to country, all have similar IC except for the 19th country, Tannu Tavu which is put in for a hefty challenge for anyone willing. In terms of ministers and tech teams, and AI, it seems to revolve around the respective countries in normal HoI. For instance Prussia has predominantly German ministers tech teams and AI. It is worth assuming that this scenario was made for a balanced fun multiplayer games.

Although both scenarios are very similar, they are different in that Abyss starts with all countries at peace and in no sort of alliance while Armageddon throws the players into an all out brawl between 3 ideological alliances. Here are the alliances :

Axis - Nationalist Socialist

Allies - Market Liberal

Comintern - Stalinist

Armor and Artillery Tech Tree

Armor

=== Light Tank === are divisions thru the Improved Light Armor division which then upgrades to a basic Medium armor division. The Advanced Light Tank unit is a brigade.

Great War Tank

  • Historic Year: 1936
  • Prerequisites: None
  • Effects:
  • Activate Unit Type armor
  • New Model armor 0

5 - mechanics - Great War Armor

5 - artillery - 37mmS Tank Gun

5 - mechanics - Great War Engine

5 - electronics - Binoculars

5 - technical_efficiency - Great War Tank Prototype Tests (D)

Tankette

  • Historic Year: 1936
  • Prerequisites:
  • Effects:
  • Activate Unit Type light_armor
  • New Model light_armor 0

5 - mechanics - Tankette Armor

5 - artillery - 0.30 Caliber HMG

5 - mechanics - Tankette Engine

5 - electronics - Binoculars

5 - technical_efficiency - Tankette Prototype Tests (D)

Early Tank

  • Historic Year: 1936
  • Prerequisites:
  • Effects:
  • New Model armor 1

6 - mechanics - Riveted Armor

6 - artillery - 0.50 Caliber HMG

6 - mechanics - Early Engine

6 - electronics - Early Optical Sights

6 - technical_efficiency - Early Tank Prototype Tests (D)

Basic Light Tank

  • Historic Year: 1938
  • Prerequisites:
  • Effects:
  • New Model light_armor 1

5 - mechanics - Light Welded Armor

5 - artillery - 20mm Tank Gun

5 - mechanics - Basic Light Engine

5 - electronics - Basic Optical Sights

5 - technical_efficiency - Basic Light Tank Prototype Tests (D)

Improved Light Tank

  • Historic Year: 1939
  • Prerequisites:
  • Effects:
  • New Model light_armor 2
  • Model is now obsolete. light_armor 0

6 - mechanics - Light Sloped Armor

6 - artillery - 37mm Tank Gun

6 - mechanics - Improved Light Engine

6 - electronics - Improved Optical Sights

6 - technical_efficiency - Improved Light Tank Prototype Tests (D)

Advanced Light Tank

  • Historic Year: 1943
  • Prerequisites:
  • Effects:
  • Activate Unit Type light_armor_brigade
  • New Model light_armor_brigade 0

4 - mechanics - Light Advanced Sloped Armor

4 - artillery - 50mm Tank Gun

4 - mechanics - Advanced Light Engine

4 - electronics - Advanced Optical Sights

4 - technical_efficiency - Advanced Light Tank Prototype Tests (D)

Medium Tank

Basic Medium Tank

  • Historic Year: 1939
  • Prerequisites:
  • Effects:
  • New Model armor 2
  • Model is now obsolete. armor 0

7 - mechanics - Medium Welded Armor

7 - artillery - 50mm Tank Gun

7 - mechanics - Basic Medium Engine

7 - electronics - Basic Optical Sights

7 - technical_efficiency - Basic Medium Tank Prototype Tests (D)

Improved Medium Tank

  • Historic Year: 1941
  • Prerequisites:
  • Effects:
  • New Model armor 3
  • Model is now obsolete. armor 1

8 - mechanics - Medium Sloped Armor

7 - artillery - 75mm Tank Gun

8 - mechanics - Improved Medium Engine

7 - electronics - Improved Optical Sights

8 - technical_efficiency - Improved Medium Tank Prototype Tests (D)

Advanced Medium Tank

  • Historic Year: 1943
  • Prerequisites:
  • Effects:
  • New Model armor 4
  • Model is now obsolete. armor 2

8 - mechanics - Medium Advanced Sloped Armor

8 - artillery - 88mm Tank Gun

8 - mechanics - Advanced Medium Engine

8 - electronics - Advanced Optical Sights

8 - technical_efficiency - Advanced Medium Tank Prototype Tests (D)

=== Heavy Tank === is a brigade, not a division.

Basic Heavy Tank

  • Historic Year: 1938
  • Prerequisites:
  • Effects:
  • Activate Unit Type heavy_armor
  • New Model heavy_armor 0

6 - mechanics - Basic Armor Skirts

6 - artillery - 75mm Tank Gun

6 - mechanics - Basic Heavy Engine

6 - electronics - Basic Optical Sights

6 - technical_efficiency - Basic Heavy Tank Prototype Tests (D)

Improved Heavy Tank

  • Historic Year: 1941
  • Prerequisites:
  • Effects:
  • New Model heavy_armor 1

7 - mechanics - Improved Armor Skirts

7 - artillery - 88mmL56 Tank Gun

7 - mechanics - Improved Heavy Engine

7 - electronics - Improved Optical Sights

7 - technical_efficiency - Improved Heavy Tank Prototype Tests (D)

Advanced Heavy Tank

  • Historic Year: 1943
  • Prerequisites:
  • Effects:
  • New Model heavy_armor 2
  • Model is now obsolete. heavy_armor 0

9 - mechanics - Advanced Armor Skirts

8 - artillery - 88mmL71 Tank Gun

8 - mechanics - Advanced Heavy Engine

8 - electronics - Advanced Optical Sights

9 - technical_efficiency - Advanced Heavy Tank Prototype Tests (D)

Super Heavy Tank

  • Historic Year: 1944
  • Prerequisites:
  • Effects:
  • Activate Unit Type super_heavy_armor
  • New Model super_heavy_armor 0

8 - mechanics - Super Heavy Tank Armor

8 - artillery - 128mm Tank Gun

8 - mechanics - Super Heavy Engine

9 - electronics - Infrared Optical Sights

8 - technical_efficiency - Super Heavy Tank Prototype Tests (D)

Semi-Modern Tank

  • Historic Year: 1945
  • Prerequisites:
  • Effects:
  • New Model armor 5
  • Model is now obsolete. armor 3

10 - mechanics - Reactive Armor Plates

10 - artillery - 120mm Tank Gun

10 - mechanics - Semi-Modern Engine

10 - electronics - Infrared Optical Sights

10 - technical_efficiency - Semi-Modern Tank Prototype Tests (D)

Armoured Car

Basic Armoured Car

  • Historic Year: 1937
  • Prerequisites: None
  • Effects:
  • Activate Unit Type armored_car
  • New Model armored_car 0

3 - mechanics - Light Armor Plating

3 - artillery - Light Machine Gun

3 - mechanics - Medium Tractor Engine

3 - electronics - Mounted Field Glasses

3 - technical_efficiency - Basic Armoured Car Prototype Tests

Improved Armored Car

  • Historic Year: 1941
  • Prerequisites:
  • Effects:
  • New Model armored_car 1

3 - mechanics - Light Armor Plating

3 - artillery - Medium Machine Gun

3 - mechanics - Heavy Tractor Engine

3 - electronics - Mounted Field Glasses

3 - technical_efficiency - Improved Armored Car Prototype Tests

Tank Destroyer

Early Tank Destroyer

  • Historic Year: 1938
  • Prerequisites:
  • Effects:
  • Activate Unit Type tank_destroyer
  • New Model tank_destroyer 0

3 - artillery - Anti-Tank Gun 50mm

3 - mechanics - Early Tank Chassis

3 - chemistry - Solid Shell AP Ammo

3 - electronics - Early Optical Sights

3 - technical_efficiency - Early Tank Destroyer Prototype Tests

Basic Tank Destroyer

  • Historic Year: 1940
  • Prerequisites:
  • Effects:
  • New Model tank_destroyer 1

4 - artillery - Anti-Tank Gun 75mm

4 - mechanics - Basic Light Tank Chassis

4 - chemistry - Shaped Charge Shell HEAT Ammo

4 - electronics - Basic Optical Sights

4 - technical_efficiency - Basic Tank Destroyer Prototype Tests

Improved Tank Destroyer

  • Historic Year: 1941
  • Prerequisites:
  • Effects:
  • New Model tank_destroyer 2

5 - artillery - Anti-Tank Gun 88mm

5 - mechanics - Improved Light Tank Chassis

5 - chemistry - Core Shell HEAT Ammo

5 - electronics - Improved Optical Sights

5 - technical_efficiency - Improved Tank Destroyer Prototype Tests

Advanced Tank Destroyer

  • Historic Year: 1943
  • Prerequisites:
  • Effects:
  • New Model tank_destroyer 3
  • Model is now obsolete. tank_destroyer 0

6 - artillery - Anti-Tank Gun 105mm

6 - mechanics - Basic Medium Tank Chassis

6 - chemistry - Sabot Shell HEAT Ammo

6 - electronics - Advanced Optical Sights

6 - technical_efficiency - Advanced Tank Destroyer Prototype Tests

Semi-Modern Tank Destroyer

  • Historic Year: 1945
  • Prerequisites:
  • Effects:
  • New Model tank_destroyer 4
  • Model is now obsolete. tank_destroyer 1

7 - artillery - Anti-Tank Gun 120mm

7 - mechanics - Improved Medium Tank Chassis

7 - chemistry - Capped Shell AP Ammo

7 - electronics - Infrared Optical Sights

7 - technical_efficiency - Semi-Modern Tank Destroyer Prototype Tests

Self-Propelled Artillery

Early Self-Propelled Artillery

  • Historic Year: 1939
  • Prerequisites:
  • Effects:
  • Activate Unit Type sp_artillery
  • New Model sp_artillery 0

5 - artillery - Light Assault Gun 50mm

5 - mechanics - Early Tank Chassis

5 - chemistry - Fragmentation Shells

5 - electronics - Basic Fire Control

5 - technical_efficiency - Early Assault Gun Prototype Tests

Basic Self-Propelled Artillery

  • Historic Year: 1940
  • Prerequisites:
  • Effects:
  • New Model sp_artillery 1

5 - artillery - Medium Assault Gun 75mm

5 - mechanics - Basic Light Tank Chassis

6 - chemistry - High Explosive Squash-Head (HESH) Shells

5 - electronics - Improved Fire Control

6 - technical_efficiency - Basic Assault Gun Prototype Tests

Improved Self-Propelled Artillery

  • Historic Year: 1943
  • Prerequisites:
  • Effects:
  • New Model sp_artillery 2
  • Model is now obsolete. light_armor 0

6 - artillery - Heavy Assault Gun 105mm

6 - mechanics - Improved Light Tank Chassis

6 - chemistry - High Explosive Fragmentation (HEF) Shells

6 - electronics - Basic Counter-Battery Radar

6 - technical_efficiency - Improved Assault Gun Prototype Tests

Advanced Self-Propelled Artillery

  • Historic Year: 1945
  • Prerequisites:
  • Effects:
  • New Model sp_artillery 3
  • Model is now obsolete. sp_artillery 1

7 - artillery - Heavy Assault Gun 150mm

7 - mechanics - Basic Medium Tank Chassis

7 - chemistry - High Explosive Anti-Tank (HEAT) Shells

7 - electronics - Improved Counter-Battery Radar

7 - technical_efficiency - Advanced Assault Gun Prototype Tests

Self-Propelled Rocket Artillery

Basic SP Rocket Artillery

  • Historic Year: 1941
  • Prerequisites:
  • Effects:
  • Activate Unit Type sp_rct_artillery
  • New Model sp_rct_artillery 0

5 - artillery - Self-Propelled Rocket Artillery 100mm

5 - mechanics - Basic Medium Tank Chassis

5 - chemistry - High Explosive (HE) Shells

5 - electronics - Velocity Control System

5 - technical_efficiency - Basic SP Rocket Art Prototype Tests

Improved SP Rocket Artillery

  • Historic Year: 1942
  • Prerequisites:
  • Effects:
  • New Model sp_rct_artillery 1

6 - artillery - Self-Propelled Rocket Artillery 200mm

6 - mechanics - Improved Medium Tank Chassis

6 - chemistry - High Explosive Fragmentation (HEF) Shells

6 - electronics - Trajectory Control System

6 - technical_efficiency - Improved SP Rocket Art Prototype Tests

Advanced SP Rocket Artillery

  • Historic Year: 1944
  • Prerequisites:
  • Effects:
  • New Model sp_rct_artillery 2
  • Model is now obsolete. sp_rct_artillery 0

7 - artillery - Self-Propelled Rocket Artillery 300mm

7 - mechanics - Improved Medium Tank Chassis

7 - chemistry - High Explosive Incendiary (HEI) Shells

7 - electronics - Humidity Control System

7 - technical_efficiency - Advanced SP Rocket Art Prototype Tests

Field Artillery

Great War Light Field Artillery

  • Historic Year: 1936
  • Prerequisites: None
  • Effects:
  • Activate Unit Type artillery
  • New Model artillery 0

5 - artillery - Great War Field Artillery Gun 75mm

5 - mechanics - Great War Gun Carriage

5 - chemistry - Old High Explosive (HE) Shells

5 - electronics - Frontline Observers

5 - training - Sheaf Fire Training (D)

Great War Medium Field Artillery

  • Historic Year: 1936
  • Prerequisites:
  • Effects:
  • New Model artillery 1

5 - artillery - Great War Field Artillery Gun 150mm

5 - mechanics - Great War Gun Carriage

5 - chemistry - Old High Explosive (HE) Shells

5 - electronics - Forward Observer Group

5 - training - Concentrated Fire Training (D)

Great War Heavy Field Artillery

  • Historic Year: 1936
  • Prerequisites:
  • Effects:
  • New Model artillery 2
  • Model is now obsolete. artillery 0

5 - artillery - Great War Heavy Artillery Gun 240mm

5 - mechanics - High-Elevation Gun Carriage

5 - chemistry - Old High Explosive (HE) Shells

5 - electronics - Optical Rangefinder

5 - training - Multilevel Fire Concert Training (D)

Early Field Artillery

  • Historic Year: 1936
  • Prerequisites:
  • Effects:
  • New Model artillery 3
  • Model is now obsolete. artillery 1

5 - artillery - Field Artillery Gun 75mm

5 - mechanics - Early Gun Carriage

5 - chemistry - High Explosive (HE) Shells

5 - electronics - Rangefinder Radar

5 - training - Basic Crawling Fire Training

Basic Field Artillery

  • Historic Year: 1938
  • Prerequisites:
  • Effects:
  • New Model artillery 4
  • Model is now obsolete. artillery 2

5 - artillery - Field Artillery Gun 105mm

5 - mechanics - Basic Gun Carriage

5 - chemistry - Fragmentation Shells

5 - electronics - Basic Fire Control

5 - training - Rapid Crawling Fire Training

Improved Field Artillery

  • Historic Year: 1940
  • Prerequisites:
  • Effects:
  • New Model artillery 5
  • Model is now obsolete. artillery 3

5 - artillery - Field Artillery Gun 120mm

5 - mechanics - Improved Gun Carriage

5 - chemistry - High Explosive Squash-Head (HESH) Shells

5 - electronics - Improved Fire Control

5 - training - Rapid Target Switch Training

Advanced Field Artillery

  • Historic Year: 1943
  • Prerequisites:
  • Effects:
  • New Model artillery 6
  • Model is now obsolete. artillery 4

6 - artillery - Field Artillery Gun 150mm

6 - mechanics - Advanced Gun Carriage

6 - chemistry - High Explosive Fragmentation (HEF) Shells

6 - electronics - Basic Counter-Battery Radar

6 - training - Moving Target Training

Semi-Modern Field Artillery

  • Historic Year: 1945
  • Prerequisites:
  • Effects:
  • New Model artillery 7
  • Model is now obsolete. artillery 5

7 - artillery - Field Artillery Gun 170mm

7 - mechanics - Semi-Modern Gun Carriage

7 - chemistry - High Explosive Anti-Tank (HEAT) Shells

7 - electronics - Improved Counter-Battery Radar

5 - training - Land-Air Combined Barrage Training

Rocket Artillery

Basic Rocket Artillery

  • Historic Year: 1940
  • Prerequisites:
  • Effects:
  • Activate Unit Type rocket_artillery
  • New Model rocket_artillery 0

5 - artillery - Rocket Artillery 100mm

5 - mechanics - Basic Broadbased Carriage

5 - chemistry - High Explosive (HE) Shells

5 - electronics - Velocity Control System

5 - training - Concentrated Barrage Training

Improved Rocket Artillery

  • Historic Year: 1941
  • Prerequisites:
  • Effects:
  • New Model rocket_artillery 1

5 - artillery - Rocket Artillery 200mm

5 - mechanics - Improved Broadbased Carriage

5 - chemistry - High Explosive Fragmentation (HEF) Shells

5 - electronics - Trajectory Control System

5 - training - Surgical Strike Training

Advanced Rocket Artillery

  • Historic Year: 1943
  • Prerequisites:
  • Effects:
  • New Model rocket_artillery 2
  • Model is now obsolete. rocket_artillery 0

6 - artillery - Rocket Artillery 300mm

6 - mechanics - Advanced Broadbased Carriage

6 - chemistry - High Explosive Incendiary (HEI) Shells

6 - electronics - Humidity Control System

6 - training - Rapid Regroup Training

Anti-Tank Artillery

Early Anti-Tank Artillery

  • Historic Year: 1936
  • Prerequisites:
  • Effects:
  • Activate Unit Type anti_tank
  • New Model anti_tank 0

4 - artillery - Anti-Tank Gun 50mm

4 - mechanics - Early Gun Carriage

4 - chemistry - Solid Shell AP Ammo

4 - electronics - Early Optical Sights

4 - training - Static Target Training

Basic Anti-Tank Artillery

  • Historic Year: 1938
  • Prerequisites:
  • Effects:
  • New Model anti_tank 1

5 - artillery - Anti-Tank Gun 75mm

5 - mechanics - Basic Gun Carriage

5 - chemistry - Shaped Charge Shell HEAT Ammo

5 - electronics - Basic Optical Sights

5 - training - Moving Target Training

Improved Anti-Tank Artillery

  • Historic Year: 1940
  • Prerequisites:
  • Effects:
  • New Model anti_tank 2

5 - artillery - Anti-Tank Gun 88mm

5 - mechanics - Improved Gun Carriage

5 - chemistry - Core Shell HEAT Ammo

5 - electronics - Improved Optical Sights

5 - training - Multiple Targets Training

Advanced Anti-Tank Artillery

  • Historic Year: 1943
  • Prerequisites:
  • Effects:
  • New Model anti_tank 3
  • Model is now obsolete. anti_tank 0

6 - artillery - Anti-Tank Gun 105mm

6 - mechanics - Advanced Gun Carriage

6 - chemistry - Sabot Shell HEAT Ammo

6 - electronics - Advanced Optical Sights

6 - training - Rapid Moving Target Training

Semi-Modern Anti-Tank Artillery

  • Historic Year: 1945
  • Prerequisites:
  • Effects:
  • New Model anti_tank 4
  • Model is now obsolete. anti_tank 0

7 - artillery - Anti-Tank Gun 120mm

7 - mechanics - Semi-Modern Gun Carriage

7 - chemistry - Capped Shell AP Ammo

7 - electronics - Infrared Optical Sights

7 - training - Multiple Moving Targets Training

Static Anti-Air

Great War Static Anti-Air Artillery

  • Historic Year: 1936
  • Prerequisites: None
  • Effects:
  • New Building Allowed: flak

2 - artillery - Old Anti-Air Gun 75mm

2 - mechanics - Great War Gun Carriage

2 - chemistry - Old High Explosive (HE) Shells

2 - electronics - Rangefinder Radar

2 - training - Searchlight Training

Early Static Anti-Air Artillery

  • Historic Year: 1936
  • Prerequisites:
  • Effects:
  • Flak Power 50

3 - artillery - Anti-Air Gun 75mm

3 - mechanics - Early Gun Carriage

3 - chemistry - High Explosive (HE) Shells

3 - electronics - Basic Decimetric Anti-Air Artillery Radar

3 - training - Rapid Fire Training

Basic Static Anti-Air Artillery

  • Historic Year: 1938
  • Prerequisites:
  • Effects:
  • Flak Power 50

4 - artillery - Anti-Air Gun 88mm

4 - mechanics - Basic Gun Carriage

4 - chemistry - Fragmentation Shells

4 - electronics - Improved Decimetric Anti-Air Artillery Radar

4 - training - Rapid Readiness Training

Improved Static Anti-Air Artillery

  • Historic Year: 1941
  • Prerequisites:
  • Effects:
  • Flak Power 50

5 - artillery - Anti-Air Gun 105mm

5 - mechanics - Improved Gun Carriage

5 - chemistry - Variable Time Fuse

5 - electronics - Basic Centimetric Anti-Air Artillery Radar

5 - training - Box Barrage Training

Advanced Static Anti-Air Artillery

  • Historic Year: 1943
  • Prerequisites:
  • Effects:
  • Flak Power 50

6 - artillery - Anti-Air Gun 120mm

6 - mechanics - Advanced Gun Carriage

6 - chemistry - Radar Proximity Fuse

6 - electronics - Improved Centimetric Anti-Air Artillery Radar

6 - training - C3I Coordination Training

Semi-Modern Static Anti-Air Artillery

  • Historic Year: 1945
  • Prerequisites:
  • Effects:
  • Flak Power 50

7 - artillery - Anti-Air Gun 120mm Quick-Fire

7 - mechanics - Semi-Modern Gun Carriage

7 - chemistry - Radar Proximity Fuse

7 - electronics - Advanced Centimetric Anti-Air Radar

7 - training - Radar Target Plotting Training

Anti-Air Brigade

Basic Anti-Air Artillery Brigade

  • Historic Year: 1938
  • Prerequisites:
  • Effects:
  • Activate Unit Type anti_air
  • New Model anti_air 0

4 - artillery - Anti-Air Gun 20mm

4 - artillery - Anti-Air Gun 75mm

4 - chemistry - Fragmentation Shells

4 - electronics - Improved Decimetric Anti-Air Artillery Radar

4 - training - Rapid Readiness Training

Improved Anti-Air Artillery Brigade

  • Historic Year: 1941
  • Prerequisites:
  • Effects:
  • New Model anti_air 1

5 - artillery - Anti-Air Gun 40mm

5 - artillery - Anti-Air Gun 88mm

7 - chemistry - Variable Time Fuse

5 - electronics - Basic Centimetric Anti-Air Artillery Radar

5 - training - Box Barrage Training

Advanced Anti-Air Artillery Brigade

  • Historic Year: 1943
  • Prerequisites:
  • Effects:
  • New Model anti_air 2
  • Model is now obsolete. anti_air 0

6 - artillery - Anti-Air Gun 20mm Quad

6 - artillery - Anti-Air Gun 105mm

8 - chemistry - Radar Proximity Fuse

6 - electronics - Improved Centimetric Anti-Air Artillery Radar

6 - training - C3I Coordination Training

Semi-Modern Anti-Air Artillery Brigade

  • Historic Year: 1945
  • Prerequisites:
  • Effects:
  • New Model anti_air 3
  • Model is now obsolete. anti_air 1

7 - artillery - Anti-Air Gun 40mm Quad

7 - artillery - Anti-Air Gun 128mm

5 - chemistry - Radar Proximity Fuse

7 - electronics - Advanced Centimetric Anti-Air Radar

7 - training - Radar Target Plotting Training

Armored Car Brigade

Armored Cars are wheeled vehicles, typically with light armour and modest weaponry. They give your units an added capability against soft targets, being most effective against supply trucks and rear area troops.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
Basic Armored Car 3 2 1 1 -5 3 60 2 1 0.4 0.5 1.0
Improved Armored Car 6 3 1 2 2 -5 3 60 2 1 0.45 0.5 1.0

Armored Division

Armoured units allow real projection of power on the battlefield. Their speed and firepower make them lethal against all but the best entrenched Infantry. However, as tanks became heaver, their speeds would reduce accordingly. They also required a constant supply of fuel to remain in the field, and if this vital supply was severed, the armoured unit would be next to useless.

Armored Division Statistics

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
Great War Tank 30 30 1 1 8 2 7 5 30 16 180 7 4 2 4 1 30 1.0 1.0 5 5 5 5
Early Tank 30 30 2 1 8 3 12 8 30 20 185 7 8 2.2 5 1 30 0.5 1.0 9 9 9 9
Basic Medium Tank 30 30 2 2 12 11 20 12 30 24 185 7 10 2.4 7 1 40 0.5 1.0 11 11 11 11
Improved Medium Tank 30 30 3 3 14 13 25 16 30 26 185 7 10 2.6 7 1 40 0.5 1.0 11 11 11 11
Advanced Medium Tank 30 30 4 4 14 14 30 20 30 27 185 7 10 2.8 7 1 40 0.5 1.0 11 11 11 11
Semi–Modern Tank 30 30 4 5 16 16 35 24 30 29 185 7 11 3.0 7 1 45 0.5 1.0 12 12 12 12

Brigades allowed

Notes

Artillery Brigade

This artical refers to Artillary Brigades in the HOI2 expansions Doomsday and Armageddon. Refer to the end of the artical for other versions of HOI2

Artillary Brigade

Artillery pieces will increase the 'Soft Attack' capability of your units, inflicting more damage on Infantry and Motorized units.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor
I. Great War Light Artillery 2 1 2 5 45 2 -1 0.6 0.5 1.0
II. Great War Medium Artillery 3 1 2 5 60 2 -1 0.8 0.5 1.0
III. Great War Heavy Artillery 4 1 2 6 80 2 -2 1.1 0.5 1.0
IV. Early Artillery 4 2 3 5 60 2 -1 1.0 0.5 1.0
V. Basic Artillery 5 2 4 5 60 2 -1 1.1 0.5 1.0
VI. Improved Artillery 6 2 4 6 60 2 -1 1.2 0.5 1.0
VII. Advanced Artillery 7 2 5 7 60 2 -1 1.3 0.5 1.0
VIII. Semi–Modern Artillery 8 3 5 7 60 2 -1 1.4 0.5 1.0

Effects

Technology

Armour and Artillery

Great War Light Field Artillery (1936)

Activates Artillery I.

Great War Medium Field Artillery (1936)

Activates Artillery II.

Great War Heavy Field Artillery (1936)

Activates Artillery III.
Deactivates Artillery I.

Early Field Artillery (1936)

Activates Artillery IV.
Deactivates Artillery II.

Basic Field Artillery (1938)

Activates Artillery V.
Deactivates Artillery III.

Improved Field Artillery (1940)

Activates Artillery VI.
Deactivates Artillery IV.

Advanced Field Artillery (1943)

Activates Artillery VII.
Deactivates Artillery V.

Semi-Modern Field Artillery (1945)

Activates Artillery VIII.
Deactivates Artillery VI.

Firepower Focus ( Land Doctrine )

Delay Doctrine (1937)

Reduces the cost of building Artillery (-5)

Mobile Defense Doctrine (1938)

Reduces the cost of building Artillery (-5)

Stand Off Doctrine (1939)

Reduces the cost of building Artillery (-5)

Integrated Support Doctrine (1940)

Reduces the cost of building Artillery (-5)

Regimental Combat Teams (1942)

Increases the cost of building Artillery (+10)

Combined Arms Defense (1943)

Increases the cost of building Artillery (+5)

Mechanized Offensive (1943)

Increases the cost of building Artillery (+5)

Attritional Containment Doctrine (1942)

Reduces the cost of building Artillery (-5)

Infiltration Assault Doctrine (1942)

Increases the night move of a Artillery (+10)

Assault Breakthrough (1944)

Reduces the cost of building Artillery (-5)

Infiltration in Depth (1943)

Increases the night move of a Artillery (+40)

Mobility Focus ( Land Doctrine )

Delay Doctrine (1939)

Reduces the cost of building Artillery (-5)

Elastic Defense Doctrine (1940)

Reduces the cost of building Artillery (-5)

Firebrigade Doctrine

Increases the cost of building Artillery (+10)

Industry

Small Arms Assembly Line (1940)

Reduces the time of building Artillery (-20)

Division

The following are the list of Divisions that can have Artillery Brigades attached, and some notes on thier effects.

Artillery Brigade Strategy Guide

Artillery Brigade (HOI2)

Artillery Brigade (HOI2)

Artillery pieces will increase the 'Soft Attack' capability of your units, inflicting more damage on Infantry and Motorized units.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
I. Great War Light Artillery 2 1 2 5 45 2 -1 0.6 0.5 1.0
II. Great War Medium Artillery 3 1 2 5 60 2 -1 0.8 0.5 1.0
III. Great War Heavy Artillery 4 1 2 6 80 2 -2 1.1 0.5 1.0
IV. Early Artillery 4 2 3 5 60 2 -1 1.0 0.5 1.0
V. Basic Artillery 5 2 4 5 60 2 -1 1.1 0.5 1.0
VI. Improved Artillery 6 2 4 6 60 2 -1 1.2 0.5 1.0
VII. Advanced Artillery 7 2 5 7 60 2 -1 1.3 0.5 1.0
VIII. Semi–Modern Artillery 8 3 5 7 60 2 -1 1.4 0.5 1.0

Artillery Brigade

This artical refers to Artillary Brigades in the HOI2 expansions Doomsday and Armageddon. Refer to the end of the artical for other versions of HOI2

Artillary Brigade

Artillery pieces will increase the 'Soft Attack' capability of your units, inflicting more damage on Infantry and Motorized units.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor
I. Great War Light Artillery 2 1 2 5 45 2 -1 0.6 0.5 1.0
II. Great War Medium Artillery 3 1 2 5 60 2 -1 0.8 0.5 1.0
III. Great War Heavy Artillery 4 1 2 6 80 2 -2 1.1 0.5 1.0
IV. Early Artillery 4 2 3 5 60 2 -1 1.0 0.5 1.0
V. Basic Artillery 5 2 4 5 60 2 -1 1.1 0.5 1.0
VI. Improved Artillery 6 2 4 6 60 2 -1 1.2 0.5 1.0
VII. Advanced Artillery 7 2 5 7 60 2 -1 1.3 0.5 1.0
VIII. Semi–Modern Artillery 8 3 5 7 60 2 -1 1.4 0.5 1.0

Effects

Technology

Armour and Artillery

Great War Light Field Artillery (1936)

Activates Artillery I.

Great War Medium Field Artillery (1936)

Activates Artillery II.

Great War Heavy Field Artillery (1936)

Activates Artillery III.
Deactivates Artillery I.

Early Field Artillery (1936)

Activates Artillery IV.
Deactivates Artillery II.

Basic Field Artillery (1938)

Activates Artillery V.
Deactivates Artillery III.

Improved Field Artillery (1940)

Activates Artillery VI.
Deactivates Artillery IV.

Advanced Field Artillery (1943)

Activates Artillery VII.
Deactivates Artillery V.

Semi-Modern Field Artillery (1945)

Activates Artillery VIII.
Deactivates Artillery VI.

Firepower Focus ( Land Doctrine )

Delay Doctrine (1937)

Reduces the cost of building Artillery (-5)

Mobile Defense Doctrine (1938)

Reduces the cost of building Artillery (-5)

Stand Off Doctrine (1939)

Reduces the cost of building Artillery (-5)

Integrated Support Doctrine (1940)

Reduces the cost of building Artillery (-5)

Regimental Combat Teams (1942)

Increases the cost of building Artillery (+10)

Combined Arms Defense (1943)

Increases the cost of building Artillery (+5)

Mechanized Offensive (1943)

Increases the cost of building Artillery (+5)

Attritional Containment Doctrine (1942)

Reduces the cost of building Artillery (-5)

Infiltration Assault Doctrine (1942)

Increases the night move of a Artillery (+10)

Assault Breakthrough (1944)

Reduces the cost of building Artillery (-5)

Infiltration in Depth (1943)

Increases the night move of a Artillery (+40)

Mobility Focus ( Land Doctrine )

Delay Doctrine (1939)

Reduces the cost of building Artillery (-5)

Elastic Defense Doctrine (1940)

Reduces the cost of building Artillery (-5)

Firebrigade Doctrine

Increases the cost of building Artillery (+10)

Industry

Small Arms Assembly Line (1940)

Reduces the time of building Artillery (-20)

Division

The following are the list of Divisions that can have Artillery Brigades attached, and some notes on thier effects.

Artillery Brigade Strategy Guide

Artillery Brigade (HOI2)

Asia

Country Required Provinces Extra Provinces
Tag Name Id Name Capital Id name
AFG Afghanistan 1486 Kabul C 1493 Kandahar
1492 Herat
1484 Feyzabad
AST Australia 1703 Darwin
1704 Katherine
1705 Barrow Creek
1706 Wyndham
1707 Wave Hill
1708 Broome
1709 Goldsworthy
1710 Carnarvon
1711 Geraldton
1712 Perth
1713 Esperance
1714 Laverton
1715 Gibson Desert
1716 Penong
1717 Port Lincoln
1718 Port Augusta
1719 Birdsville
1720 Quilpie
1721 Mitchell
1722 Brisbane
1723 Coff's Harbour
1724 Newcastle
1725 Wentworth
1726 Cobar
1727 Sydney
1728 Canberra C
1729 Tasmania
1730 Melbourne
1731 Hay
1732 Mount Gambier
1733 Adelaide
1693 Cairns
1694 Weipa
1695 Normanton
1696 Townsville
1697 Hughenden
1698 Rockhampton
1699 Blackall
1700 Mount Isa
1701 Borroloola
1702 Nhulunbuy
1734 Broken Hill
BHU Bhutan 1455 Punakha C
BRU Brunei 1646 Miri C
BUR Burma 1304 Shan States
1292 Kunchaung
1295 Lashio
1291 Myitkyina
1877 Fort Hertz
1898 Nai Ga
CGX Guangxi Clique 1313 Guangzhou C 1258 Guilin
1310 Liuzhou
1311 Wuzhou
1309 Bose
1319 Nanning
1325 Qinzhou
1312 Shaoguan
1313 Guangzhou
1249 Chao'an
1248 Shantou
1317 Jiangmen
1318 Maoming
1320 Zhanjiang
1262 Zunyi
1363 Anshun
1364 Guiyang
1365 Kaili
1255 Changsha
1256 Zhuzhou
1257 Hengyang
1259 Shaoyang
1260 Changde
1261 Huaihua
1242 Shangrao
1250 Ganzhou
1251 Nanchang
1252 Jiujiang
1254 Pingxiang
CHC Communist China 1271 Yan'an C 1270 Xianyang
1326 Haiphong
1306 Luang Prabang
1305 Jinghong
1293 Xiaguan
1282 Kangding
1281 Ya'an
1327 Wenshan
1307 Kunming
1308 Qujing
1309 Bose
1325 Qinzhou
1320 Zhanjiang
1321 Hainan
1319 Nanning
1310 Liuzhou
1318 Maoming
1312 Shaoguan
1311 Wuzhou
1313 Guangzhou
1317 Jiangmen
1314 Bao'an
1360 Chengdu
1361 Zigong
1362 Zhaotung
1363 Anshun
1364 Guiyang
1365 Kaili
1277 Tianshui
1275 Pingliang
1269 Xi'an
1268 Nancheng
1269 Xi'an
1267 Ankang
1266 Yichang
1279 Nanchong
1280 Chongqing
1265 Wanxian
1264 Enshi
1263 Fuling
1262 Zunyi
1261 Huaihua
1260 Changde
1259 Shaoyang
1258 Guilin
1257 Hengyang
1256 Zhuzhou
1255 Changsha
1254 Pingxiang
1253 Wuchang
1252 Jiujiang
1251 Nanchang
1250 Ganzhou
1249 Chao'an
1248 Shantou
1247 Xiamen
1246 Longyan
1245 Quanzhou
1244 Fuzhou
1243 Nanping
1242 Shangrao
1241 Quzhou
1240 Wenzhou
1239 Ningbo
1238 Hangzhou
1237 Shanghai
1236 Suzhou
1235 Nanjing
1234 Wuhu
1233 Anqing
1232 Hankou
1231 Xiangfan
1230 Xinyang
1229 Nanyang
1228 Zhengzhou
1227 Luoyang
1226 Changzhi
1225 Taiyuan
1224 Anyang
1223 Kaifeng
1222 Fuyang
1221 Hefei
1220 Yangzhou
1219 Nantong
1218 Xuzhou
1217 Lianyungang
1216 Jinan
1215 Qingdao
1214 Yantai
1213 Yucheng
1212 Handan
1211 Shijiazhuang
1210 Baoding
1209 Datong
1208 Hohhot
1207 Jining
1206 Kalgan
1205 Beiping
1273 Yinchuan
CHI Nationalist China 1217 Lianyungang 1282 Kangding
1219 Nantong 1281 Ya'an
1220 Yangzhou 1206 Kalgan
1235 Nanjing C 1360 Chengdu
1236 Suzhou 1361 Zigong
1363 Anshun
1364 Guiyang
1365 Kaili
1277 Tianshui
1269 Xi'an
1268 Nancheng
1267 Ankang
1266 Yichang
1279 Nanchong
1280 Chongqing
1265 Wanxian
1264 Enshi
1263 Fuling
1262 Zunyi
1261 Huaihua
1260 Changde
1259 Shaoyang
1257 Hengyang
1256 Zhuzhou
1255 Changsha
1254 Pingxiang
1253 Wuchang
1252 Jiujiang
1251 Nanchang
1250 Ganzhou
1247 Xiamen
1246 Longyan
1245 Quanzhou
1244 Fuzhou
1243 Nanping
1242 Shangrao
1241 Quzhou
1240 Wenzhou
1238 Hangzhou
1234 Wuhu
1233 Anqing
1232 Hankou
1231 Xiangfan
1230 Xinyang
1229 Nanyang
1228 Zhengzhou
1227 Luoyang
1224 Anyang
1223 Kaifeng
1222 Fuyang
1221 Hefei
1218 Xuzhou
1216 Jinan
1215 Qingdao
1214 Yantai
1213 Yucheng
1212 Handan
1211 Shijiazhuang
1210 Baoding
1208 Hohhot
1207 Jining
1205 Beiping
1203 Tangshan
1204 Tianjin
1272 Yuling
1278 Baoji
1305 Jinghong
1293 Xiaguan
1282 Kangding
1281 Ya'an
1327 Wenshan
1307 Kunming
1308 Qujing
1309 Bose
1325 Qinzhou
1320 Zhanjiang
1319 Nanning
1310 Liuzhou
1318 Maoming
1312 Shaoguan
1311 Wuzhou
1313 Guangzhou
1317 Jiangmen
1360 Chengdu
1361 Zigong
1362 Zhaotung
1363 Anshun
1364 Guiyang
1365 Kaili
1277 Tianshui
1275 Pingliang
1269 Xi'an
1268 Nancheng
1267 Ankang
1266 Yichang
1279 Nanchong
1280 Chongqing
1265 Wanxian
1264 Enshi
1263 Fuling
1262 Zunyi
1261 Huaihua
1260 Changde
1259 Shaoyang
1258 Guilin
1257 Hengyang
1256 Zhuzhou
1255 Changsha
1254 Pingxiang
1253 Wuchang
1252 Jiujiang
1251 Nanchang
1250 Ganzhou
1249 Chao'an
1248 Shantou
1247 Xiamen
1246 Longyan
1245 Quanzhou
1244 Fuzhou
1243 Nanping
1242 Shangrao
1241 Quzhou
1240 Wenzhou
1239 Ningbo
1238 Hangzhou
1236 Suzhou
1235 Nanjing
1234 Wuhu
1233 Anqing
1232 Hankou
1231 Xiangfan
1230 Xinyang
1229 Nanyang
1228 Zhengzhou
1227 Luoyang
1226 Changzhi
1225 Taiyuan
1224 Anyang
1223 Kaifeng
1222 Fuyang
1221 Hefei
1220 Yangzhou
1219 Nantong
1218 Xuzhou
1217 Lianyungang
1216 Jinan
1215 Qingdao
1213 Yucheng
1212 Handan
1211 Shijiazhuang
1210 Baoding
1209 Datong
1208 Hohhot
1207 Jining
1206 Kalgan
1205 Beiping
1270 Xianyang
1271 Yan'an
1273 Yinchuan
1203 Tangshan
1204 Tianjin
1272 Yuling
1274 Guyuan
1276 Lanzhou
1278 Baoji
1398 Erenhot
CMB Cambodia 1339 Battambang
1340 Phnom Penh C
1341 Ubon Ratchthani
CSX Shanxi 1225 Taiyuan C 1209 Datong
1226 Changzhi
1206 Kalgan
1205 Beiping
1204 Tianjin
1203 Tangshan
1210 Baoding
1211 Shijiazhuang
1212 Handan
1213 Yucheng
1224 Anyang
CXB Xibei San Ma 1440 Jinchang C 1270 Xianyang
1447 Hotan
1445 Korla
1442 Golmud
1441 Dunhuang
1439 Bayan Nur
1444 Yushu
1443 Xining
1276 Lanzhou
1273 Yinchuan
1275 Pingliang
1276 Lanzhou
1271 Yan'an
1272 Yuling
1274 Guyuan
CYN Yunnan 1307 Kunming C 1263 Fuling
1327 Wenshan
1308 Qujing
1362 Zhaotung
1293 Xiaguan
1294 Baoshan
1305 Jinghong
1263 Fuling
1265 Wanxian
1279 Nanchong
1280 Chongqing
1360 Chengdu
1361 Zigong
1282 Kangding
1281 Ya'an
1277 Tianshui
1363 Anshun
IDC Indochina 1326 Haiphong C
1328 Hanoi
1333 Da Nang
1334 Qui Non
1335 Nha Trang
1337 Saigon
1338 Rach Gia
1339 Battambang
1340 Phnom Penh
1341 Ubon Ratchthani
1329 Vientiane
1332 Nhommarath
1336 Pakse
1306 Luang Prabang
IND India 1465 Rajkot 1516 Trincomalee
1466 Ahmadabad 1517 Colombo
1479 Jodhpur
1476 Ludhiana
1478 Bikaner
1477 Meerut
1469 Delhi C
1470 Kanpur
1471 Lucknow
1472 Darbhanga
1456 Rangpur
1468 Jaipur
1467 Indore
1464 Surat
1463 Satpura Mountains
1474 Srinagar
1460 Jabalpur
1459 Ranchi
1457 Calcutta
1458 Cuttack
1461 Vishakhapatnam
1508 Vijayawada
1462 Nagpur
1505 Bombay
1506 Pune
1507 Hyderabad
1509 Madras
1510 Salem
1511 Bangalore
1512 Kolhapur
1513 Mangalore
1514 Cochin
1515 Madurai
1518 Andaman Islands
1519 Nicobar Islands
1284 Dimapur
1285 Dhaka
1286 Comilla
1287 Imphal
1288 Chittagong
1294 Baoshan
1454 Riang
1878 Ledo
INO Indonesia 1628 Batavia 1354 Bangka Island
1629 Tjilatjap 1355 Medan
1630 Semarang 1356 Dumai
1631 Djokjakarta C 1357 Padang
1632 Soerabaja 1358 Palembang
1633 Malang 1359 Oosthaven
1634 Madura 1635 Bali
1636 Lombok
1637 Sumbawa
1638 Sumba
1639 Flores
1640 Makassar
1641 Bandjermasin
1642 Pontianak
1643 Semitau
1645 Mahakam
1648 Tarakan
1649 Samarinda
1650 Balikpapan
1651 Palu
1652 Kendari
1653 Menado
1654 Helmahera
1655 Buru
1656 Ceram
1657 West Timor
1659 Sorong
1660 Babo
1661 Biak Island
1662 Kokonau
1663 Arare
1664 Sarmi
1665 Hollandia
1673 Agats
1674 Merauke
666 Eleuthera
1667 Wewak
1672 Lae
1675 Kerema
1676 Bismarck Range
1677 Buna
1678 Owen Stanley Mountains
1679 Port Moresby
1680 Milne Bay
IRQ Iraq 1860 Kirkuk 1825 Abadan
1864 Mosul
1865 Samarra
1866 Baghdad C
1790 Hilla
1824 Nasiriyah
1823 Basrah
1806 Najaf
1791 Karbala
ISR Israel 1798 Tel Aviv C 404 Haifa
406 Eilat
JAP Japan 1178 Asahikawa 1192 Amami
1179 Sapporo 1193 Okinawa
1180 Sendai 1784 Bonin Islands
1181 Akita 1599 Iwo Jima
1182 Fukushima
1183 Niigata
1184 Tokyo C
1185 Nagoya
1186 Kanazawa
1187 Osaka
1188 Hiroshima
1189 Shikoku
1190 Fukuoka
1191 Kagoshima
JOR Jordan 1796 Amman C
1802 Akaba
407 Ar-Ruwayshid
1803 Bayir
KAZ Kazakhstan 1422 Alma-Ata C 1569 Guriev
1423 Ziryanovsk 1579 Kulsary
1556 Ust-Kamenogorsk 1583 Fort Shevchenko
1555 Balkhash 1580 Chelkar
1550 Semipalatinsk 1582 Aralsk
1424 Zhambyl 1587 Baikonur
1425 Chimkent
1568 Uralsk
1578 Aktyubinsk
1588 Zhezkazgan
1276 Lanzhou
1589 Samarkandskij
1590 Akmolinsk
1591 Kokchetav
1581 Turgai
1592 Petropavlovsk
1551 Pavlodar
1557 Bijsk
1553 Ekibastuz
1554 Karaganda
1426 Kzyl-Orda
1586 Kazalinsk
1576 Kostanai
KOR Korea 1194 Jeju 1393 Sinuiju
1195 Gwangju 1391 Hyesan
1196 Busan 1376 Chongyin
1197 Daegu 1392 Hamhung
1198 Chunchon 1200 Wonsan
1199 Seoul C 1201 Pyongyang
KUR Kurdistan 1864 Mosul C 1861 Dair az Zawr
1860 Kirkuk 1789 Bakhtaran
1859 Tabriz
1852 Erzurum
1853 Elazig
1854 Batman
1855 Van
KYG Kyrgyzstan 1429 Frunze C
1428 Osh
LAO Laos 1329 Vientiane C
1332 Nhommarath
1336 Pakse
1306 Luang Prabang
LEB Lebanon 1793 Tripoli
1794 Beirut C
MAN Manchukuo 1389 Mukden C
1390 Xinjing
1377 Liaoyuan
1378 Jilin
1375 Mudanjiang
1374 Jiamusi
1379 Harbin
1530 Heihe
1380 Qiqihar
1387 Ulan Hot
1382 Hailar
1381 Mohe
1394 Andong
1395 Yingkou
1396 Jinxi
1388 Chifeng
1397 Changde
MEN Mengkukuo 1208 Hohhot C 1385 Bayan Tumen
1398 Erenhot
1207 Jining
1386 Xilinhot
MLY Malaysia 1349 Alor Star 1647 Jesselton
1350 Kota Bahru 1644 Kuching
1351 Kuantan 1353 Singapore
1352 Kuala Lumpur C
MON Mongolia 1420 Khobdo
1419 Muren
1434 Yusun Bulag
1436 Bayan Hongor
1437 Arvayheer
1438 Dalan Dzadagad
1399 Saynshand
1404 Ulan Bator C
1385 Bayan Tumen
NEP Nepal 1473 Kathmandu C
NZL New Zealand 1868 Auckland
1869 Napier
1870 New Plymouth
1871 Wellington C
1872 Christchurch
1873 Dunedin
OMN Oman 1819 Mascate C
PAK Pakistan 1494 Karachi 1474 Srinagar
1481 Sukkur
1480 Hyderabad
1482 Multan
1483 Peshawar
1475 Lahore C
PAL Palestine 1797 Jerusalem C 1798 Tel Aviv
1799 Gaza
404 Haifa
406 Eilat
PER Persia 1787 Rasht 1859 Tabriz
1503 Babol 1789 Bakhtaran
1502 Teheran C
1788 Hamadan
1825 Abadan
1498 Babolsar
1497 Bandar Abbas
1499 Yazd
1826 Esfahan
1501 Dasht-i-Kavir
1500 Mashhad
1496 Birjand
1495 Chah Bahar
PHI Philippines 1735 Palawan
1736 Mindoro
1737 Manila C
1738 Bataan
1739 Clark Field
1740 Lingayen Gulf
1741 Aparri
1742 Lamon Bay
1743 Legaspi
1744 Samar
1745 Leyte
1746 Panay
1747 Negros
1748 Zamboanga
1749 Cagayan
1750 Davao
PRI Primorsk 1371 Tetyukhe 1366 Bogorodskoe
1372 Vladivostok C 1526 Chumikan
1373 Spassk-Dalnij 1527 Nikolayevsk-na-Amure
1369 Ternei 1528 Blagoveshchensk
1368 Komsomolsk-na-Amure 1529 Birobidzhan
1367 Khabarovsk 1523 Tynda
1370 Iman 1410 Aldan
1409 Maya
1164 Khandyga
1524 Magadan
1525 Okhotsk
1164 Khandyga
1165 Verkhoyansk
1166 Pevek
1167 Evensk
1170 Anadyr
1171 Palana
1172 Petropavlovsk-Kamchatskij
1405 Komanderskiye Island
1175 Ocha
1176 Toyohara
1177 Etorofu
1411 Olekminsk
PRK People's Republic of Korea 1200 Wonsan 1199 Seoul
1201 Pyongyang C 1198 Chunchon
1391 Hyesan 1197 Daegu
1392 Hamhung 1196 Busan
1393 Sinuiju 1195 Gwangju
1376 Chongyin 1194 Jeju
SAU Saudi Arabia 1821 Dammam
1818 Rub al Khali
1809 Abha
1808 Jiddah
1807 Riyadh C
1805 Jawf
1804 Medina
SAR Sarawak 1644 Kuching 1642 Pontianak
1647 Jesselton 1643 Semitau
1645 Mahakam
1646 Miri
1648 Tarakan
1649 Samarinda
1650 Balikpapan
1641 Bandjermasin
SIA Siam 1348 Singora
1347 Kra
1345 Thom Buri C
1343 Bangkok
1342 Nakhon Ratchthani
1331 Khon Kaen
1330 Phitsanulok
1344 Nakhon Sawan
1303 Chiang Rai
SIB Siberia 1548 Novosibirsk C 1531 Norilsk
1532 Tura
1533 Igarka
1534 Poloi
1535 Angutikha
1536 Turukhansk
1537 Baikit
1538 Severo-Yenisejsk
1539 Yenisejsk
1540 Kolpachevo
1543 Kargasok
1544 Tomsk
1545 Asino
1546 Kemerovo
1547 Barnaul
1549 Rubcovsk
1558 Ojrot-Tura
1559 Abakan
1560 Krasnoyarsk
1561 Achinsk
1412 Bodaibo
1413 Kachug
1414 Ust-Kut
1415 Taishet
1416 Irkutsk
1417 Shushenskoye
1520 Ulan-Ude
1522 Mogocha
1521 Barguzin
1383 Borzya
1384 Chita
1156 Dudinka
1157 Khatanga
1158 Saskylakh
1159 Srednekolymsk
1160 Zhigansk
1161 Nyurba
1162 Erbogachen
1163 Yakutsk
1562 Kezhma
1563 Vanavara
1409 Maya
1410 Aldan
1411 Olekminsk
1523 Tynda
1164 Khandyga
1165 Verkhoyansk
1594 Tobolsk
1596 Surgut
1598 Tarko-Sale
1155 Tazov
1541 Nizhnevartovsk
1542 Aleksandrovskoye
1593 Tyumen
1552 Omsk
SIK Sinkiang 1433 Urumqi C 1421 Altay
1432 Gulja
1446 Taklimakan Desert
1430 Kashgar
1431 Aksu
SYR Syria 1862 Aleppo 1795 Golan
1863 Hims 1861 Dair az Zawr
1792 Damascus C
TAJ Tajikistan 1485 Stalinabad C 1484 Feyzabad
TAN Tannu Tuva 1418 Kyzyl C
TIB Tibet 1448 Gar 1283 Qamdo
1450 Nagqu
1451 Kagar
1452 Xigaze
1453 Lhasa C
TRA Transural Republic 1572 Sverdlovsk C 1567 Ufa
1573 Nizhnij Tagil 1151 Molotov
1574 Chelyabinsk
1827 Naberezhnye Chelny
1828 Kuybyshev
1150 Osa
1566 Berezniki
1152 Storozhevsk
1153 Troitsko-Pechorsk
1149 Vorkuta
1154 Salekhard
1155 Tazov
1564 Muzhi
1565 Saranpaul
1571 Serov
1575 Kurgan
1570 Chkalov
1577 Orsk
1593 Tyumen
1594 Tobolsk
1596 Surgut
1597 Khanty-Mansijsk
1598 Tarko-Sale
1541 Nizhnevartovsk
1542 Aleksandrovskoye
1552 Omsk
1772 Ukhta
1773 Syktyvkar
1782 Izhevsk
TRK Turkmenistan 1490 Ashgabat C
1491 Chardzhou
TUR Turkey 409 Istanbul 1851 Kars
408 Bursa 1852 Erzurum
437 Izmir 1853 Elazig
438 Antalya 1854 Batman
439 Izmit 1855 Van
441 Afyonkarahisar
442 Konya
443 Mersin
448 Ankara C
440 Karabük
449 Samsun
447 Sivas
446 Kayseri
445 Gaziantep
450 Trebizond
UZB Uzbekistan 1584 Kungrad
1585 Nukus
1489 Bukhara
1487 Samarkand
1427 Tashkent C
1488 Navoi
VIE Vietnam 1326 Haiphong C
1328 Hanoi
1333 Da Nang
1334 Qui Non
1335 Nha Trang
1337 Saigon
1338 Rach Gia
YEM Yemen 1812 Sanaa C

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Assorted information on Soviet RKKA

From Meltyukhov's "Stalin's Missed Chance"

Meltyuhov is generally a "second-level" source. This means he is quoting original documents, and I'm quoting him. So far no objections have been raised against the authencity or accuracy of his information. There are however some inavoidable mistakes in OCR'ing, translation and re-typing. All the documents come from various Russian state archives (RGVA, RGAE, RGASPI), some additional information has been taken from other books.

Development of infantery during 1939-1940 yrs

Staffing 2.09.39* 23.10.39 15.11.39 21.11.39* 28.12.39* 1.02.40 4.04.40 9.05.40 21.05.40* 4.07.40* 1.12.40
17000 - - - - 37 52 [63] - - - - -
14000 17 43 3 3 - 3 [3] 3 3 3 - -
13100 moto - - - - - - - - - - -
12550 - - - - - 11 [-] - 15 15 15 97
12000 1 3 31 31 61 41 [41] 93 83 S3 83 -
12000 moto - - - - - 11 [11] 4 4 6 - -
11000 moto - -: - - - - - - - 8 9
10500 - - - - 6 - [-] - - - - -
10500 mtn - - - - 2 - [-] - - - - -
9000 moto - - 10 15 - - [-] 6 - - - -
9000 mtn - - - - - - [-] - 10 10 10 10
9000 - - - - - - [-] - 3 3 - -
8900 33 - - - - - [-] - - - - -
7500 mtn - - - 3 - 2 [2] 2 - - - -
6000 mtn - - - - - 11 [11] 2 - - - -
6000 76 54 44 41 54 29 [29] 50 43 43 43 49
4000 mtn 13 13 16 13 - - [-] - - - - -
3000 33 60 66 64 - - [-] - - - 23 23
Total 173 173 170 170 160 160 [160] 160 161 163 182 188
6100 brigade 3 3 3 3 3 3 [3] 3 3 3 3 5
para brigade 6 6 6 6 6 6 [61] 6 6 6 6 6
Staffing ? 1,271,050 1,143,550 1,144,050 ? ? '? 1,736,164 1,760,164 ? ?

1. The numbers listed are People's Comissariat for Defence (NKO) suggestions.
2. Asterisk (*) indicates the NKO suggestions approved by the government.
3. Columns for 1.02.40 and 1.12.40 list real situation of the RKKA, NKO suggestions are in square brackets.

Development of armoured forced during 1939-1940 yrs.

Units 23.10.39 15.11.39 1.02.40 4.04.40 9.05.40 21.05.40* 27.05.40 2.06.40* 4.07.40* 1.12.40
Armour Corps 4 - - - - - - - - -
Mech Corps - - - - - - 6 8 8 9
Armoured Divs - - - - - - 12 18 18 20
T-35 Brigades 1 1 1 1 1 1 - - - -
T-28 Brigades 3 3 3 3 3 3 - - - -
BT Brigades 16 16 16 17 16 16 12 6 6 5
T-26 Brigades 16 16 12 18 18 22 22 17 20 40
Lgt Armour Regiments 10 10 10 7 7 3 3 3 1 1
Motorcycle Battallions 4 4 4 4 4 4 4 4 4 4
Staffing 105,086 104,975 97,568 ? 96,785 111,228 ? ? ? ?

1. The numbers listed are NKO suggestions.
2. Asterisk (*) indicates NKO suggestions approved by the government.
3. Columns for 1.02.40 and 1.12.40 list real situation of the RKKA.


USSR tank production during 1930-1944 yrs.

Model 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1942 1943 1944
T-18 78 435 - - - - - - - - - - - - -
T-24 1 25 - - - - - - - - - - - - -
T-26 - 19 1032 1405 1449 1378 1313 550 1054 1399 1601 102 - - -
T-27 - 365 1593 919 14 - - - - - - - - - -
T-28 - - - 41 51 32 101 46 100 140 13 - - - -
T-34 - - - - - - - - - 2 115 3014 12527 15821 14648
T-35 - - - 1 10 7 15 10 11 6 - - - - -
T-37 - - - 138 953 1140 410 - - - - - - - -
T-38 - - - - - - 1046 216 - 158 - - - - -
T-40-60 - - - - - - - - - - 41 2068 4660 - -
T-41 - - 14 - - - - - - - - - - - -
T-44 - - - - - - - - - - - - - - 25
T-46 - - - - - - 3 - - - - - - - -
T-50 - - - - - - - - - - - 48 15 - -
T-70 - - - - - - - - - - - - 4913 3402 -
T-80 - - - - - - - - - - - - - 81 -
BT-2 - 3 - - - - - - - - - - - - -
BT-5 - - 393 1005 1103 - - - - - - - - - -
BT-7 - - - - 2 500 1061 788 1217 1397 1 - - - -
BT-7M - - - - - - 2 - 4 5 779 - - - -
KV - - - - - - - - - - 243 1358 2553 617 -
IS-2 - - - - - - - - - - - - - 102 2250
SU-5 - - - - - 4 30 - - - - - - - -
SU-76 - - - - - - - - - - - - 26 1908 7155
SU-85 - - - - - - - . - - - - - - 760 1893
SU-100 - - - - - - - - - - - - - - 500
SU-122 - - - - - - - - - - - - 25 611 -
SU-152 - - - - - - - - - - - - - 669 2
ISU-122-152 - - - - - - - - - - - - - 35 2510
Total 79 847 3032 3509 3582 .3061 3981 1610 2386 3107 2793 6590 24719 24006 28983

Number of tanks and armoured cars in the RKKA

Model 1.01.1934 1.01.1935 1.01.1936 1.01.1937 1.01.1938 1.01.1939 1.05.1940 15.09.1940 1.01.1941 1.06.1941
KV - - - - - - 9 27 1% (???) 504
T-35 - 10 17 32 42 53 60 59 56 59
T-28 41 91 123 224 263 359 470 443 411 481
T-34 - - - - - - - 3 97 892
Sub-Total 41 101 140 256 305 412 539 532 760 1936
BT-2 620 620 620 620 620 620 515 543 567 580
BT-5 781 1884 1884 1884 1884 1884 6785 1734 1743 1688
BT-7 - 2 502 1471 2249 3351 4907 4425 4563
BT-7M - - - - - - 569 731 704
BT (chem) - - - 80 80 80 ? 15 15
Sub-Total 1401 2506 3006 4005 4833 5935 7300 7750 7466 7549
MS-1 953 - - - - - - - - -
T-26 (2-twr) 1626 1627 1627 1627 1627 1627 ? 1164 1190 1261
T-26 (1-twr) 712 1680 2969 4277 4827 5544 ? 7186 7212 7486
T-26 (chem) 168 598 605 616 616 906 1027 972 1101 1137
T-26 (eng) 1 45 65 65 65 65 ? 21 49 57
T-26 (tele) - - - - - 55 ? 123 108 114
Sub-Total 3460 3950 5266 6585 7135 8197 9012 9466 9660 10055
T-37 125 1076 2216 3673 3855 3855 ? 2391 2219 2321
T-37 (chem) - - 34 75 75 75 ? 10 6 10
T-38 - - - 1046 1228 1228 ? 1185 1090 1129
T-40 - - - - - - - - 5 132
Sub-Total 125 1076 2216 3673 3855 3855 3223 3586 3320 3592
T-27 2547 2547 2547 2547 2547 2547 ? ? ? 2343
T-27 (chem) - - 164 164 164 164 ? ? ? 33
Sub-Total 2547 2547 2711 2711 2711 2711 1908 2219 2101 2376
Total Tanks 7574 10180 13339 17280 18839 21110 21982 23545 23307 25508
AC (lgt) 60 162 663 713 967 1268 ? 1533 1569 1899
AC (med) 266 302 370 715 834 1326 ? 2477 2806 3258
Total ACs 326 464 973 1428 1801 2594 3362 4010 4375 5197


Number of airplanes in VVS RKKA by June 1, 1940.

Type Document 1 Document 2
In Working Order Need Repairs Total In Working Order Need Repairs Reserve Total
Heavy Bombers
TB-3 330 197 527 330 197 - 527
DB-3 897 84 981 871 84 26 981
Total 1227 281 1508 1701 281 26 1508
Light and medium bombers
SB 3371 332 3703 3291 332 80 3703
BB-22 11 - 11 11 - - 11
BB-1 12 - 12 12 - - 12
Total 3394 332 3726 3314 332 80 3726
Ground Attack Planes
I-15bis 972 133 1105 972 133 - 1105
DI-6 180 - 180 138 42 - 180
Total 1152 133 1285 1110 175 - 1285
Fighters
I-15bis 514 85 599 491 85 23 599
I-16 3341 565 3906 3272 565 54 3891
I-153 1251 85 1336 1251 85 - 1336
Total 5106 735 5841 5014 735 77 5826
Recond and arty fire correctors
SB 14 - 14 14 - - 14
R-5, R-6, R-Zet, R-10, SSS 2554 780 3334 2554 780 - 3334
Total 2568 780 3348 2568 780 - 3348
Total Combat Planes 13447 2261 15708 13207 2303 183 15693
Trainers and Transports
U-2 2654 791 3445 2637 791 - 3428
UT-1 55 766 711 55 - 766
UT-2 414 20 434 414 20 - 434
UT-3 10 - 10 10 - - 10
UTI-4 584 139 723 584 139 - 723
I-5 238 94 332 238 94 - 332
PS-84 (Douglas DC-3) 11 - 11 11 - - 11
Total 4662 1099 5721 4605 1099 - 5704
Grand Total 18069 3360 21429 17812 3402 183 21397

Note. Table contains information from two different documents.


Number of tanks in the mechanized corps

Military District Corps 25.08.40 1.10.40 20.02.41 22.06.41
LVO (Leningrad) 1 mk 924 926 1011 1039
10 mk - - 540 469
PribOVO (Baltic) 3 mk 547 635 640 672
12 mk - - 589 730
ZapOVO (Byelorussia) 6 mk 276 682 707 1131
11 mk - - 241 414
13 mk - - 32 282
14 mk - - 513 518
17 mk - - 182 63
20 mk - - 16 94
KOVO (Kiev) 4 mk 797 856 632 979
8 mk 768 623 818 899
9 mk - - 94 316
15 mk - - 707 749
16 mk - - 372 478
19 mk - - 274 453
22 mk - - 527 712
24 mk - - 56 222
OdVO (Odessa) 2 mk 414 435 456 527
18 mk - - 235 282
MVO (Moscow) 7 mk 305 743 792 959
21 mk - - 120 175
ZakVO (Caucasus-Caspian Sea) 6 td 359 369 - -
28 mk - - 710 869
SAVO (Central Asia) 9 td 234 234 - -
27 mk - - 308 356
KhVO (Kharkov) 25 mk - - 163 300
OrVO (Orel) 23 mk - - 161 413
SKVO (North Caucasus) 26 mk - - 125 184
ZabVO (Siberia) 5 mk 823 889 1011 1070
29 mk* - - 1011 -
DVF (Far East) 30 mk - - 1641 2969**
59 td - -
69 md - -

(*) Corps was disbanded in spring 1941.
(**) Total number of tanks on the Far East.
Acronyms: mk - mekhanizirovanniy korpus (mech corps), td - tankovaya diviziya (armour division), md - mekhanizirovannaya diviziya (mech division).

Development of RKKA Infantery

Types 1934 1935 1936 1937 1938
Regular Rifle Divisions 18 17 38 48 87
Mixed Rifle Divisions 16 16 4 - -
Territorial Rifle Divisions 42 38 35 25 -
Regular Mountain Infantery 5 5 5 10 11
Mixed Mountain Infantery 3 3 4 - -
Peasant Militia Divisions 3 3 - 3 -
Garrison Rifle Divisions - 1 11 12 -
Territorial "B" Rifle Divisions - 4 - - -
Total 87 87 97 98 98
Separate Rifle Brigades - - - - 5
Separate Rifle Regiments - 2 2 - -


Development of RKKA Armoured Forces

Units 1934 1935 1936 1937 1938 1939
Armour Brigades 12 18 30 30 29 31
Motorized Armour Brigades - - - 1 2 3
MG Infantery Brigades 3 3 3 3 3 4
Armoured Regiments 5 2 2 - - 10
Motorized Armour Regiments - - - 1 1 -
HQ Reserve Armour Battallions 9 4 6 6 6 -


Development of RKKA Cavalry

Units 1934 1935 1938
Regular Cavalry Divisions 17 24 18
Regular Mountain Cavalry Divisions 5 5 5
Territorial Cavalry Divisions - 3 -
Cossack Cavalry Divisions - - 2
Cavalry Brigades - - 2


From "1941 - Lessons and Conclusions"

Book "1941" was written by a group of authors from the General HQ of United Military Forces of CIS and was published in 1992 by Voenizdat (Military Publishing), Moscow.

Military supplies for army and fleet during 1938-1941 yrs.

Weapons Category Total Number Sent to Army and Fleet
1938 1939 1940 By June 1941
Artillery Guns 12 340 17 066 15 096 7 913
Mortars 1 188 4 070 37 867 10 480
Rifles 1 124 700 1 396 700 1 395 000 792 000
Machine Guns 52 600 73 600 52 200 -
Airplanes 5 469 10 362 10 565 5 958
Tanks 2 271 2 986 2 790 1 672


Staffing of Mechanized Corps of Western Military Districts By June 22, 1941

District Corps # Men Tanks
Number % of Regular Number % of Regular
LenVO (Leningrad) 1 31 348 87 1 039 (15) 100
10 26 065 72 469 46
PribOVO (Baltics) 3 31 975 87 672 (110) 65
12 29 998 83 730 71
ZapOVO (Byelorussia) 6 24 005 67 1 131 (452) 110
11 21 605 60 414(20) 40
13 17 809 49 282 27
14 15 550 43 518 50
17 16 578 46 63 6
20 20 389 57 94 9
KOVO (Kiev) 4 28 097 78 979(414) 95
8 31 927 89 899 (171) 87
9 26 833 74 316 31
15 33 935 94 749 (136) 73
16 26 383 73 478 (76) 46
19 22 654 63 453 (5) 44
22 24 087 67 712 (31) 69
24 21 556 60 222 22
OdVO (Odessa) 2 32 396 90 527 (60) 51
18 26 879 75 282 27
Total 510 066 - 11 029 (1306) -

1. Number of new tanks (KV and T-34) is mentioned in brackets. 2. Average staffing with cars, trucks and tractors is no more than 35%. 3. Average staffing with specialty machines is no more than 15-20%.


Garrison Troops and Fortification Lines

In 1927-37 on the old border and in the operative depth 13 fortified regions were constructed. Each was 48-140 km wide and 1-2 km deep. However the machine-gun weaponry was prevailing, artillery guns were only about 10% of all systems.

During 1938-39 additional 8 fortified regions are being constructed on the old border. A total of 1028 buildings were made. To keep them in working order, 25 MG battallions were deployed in them on June 1, 1941, with total staffing of 17080 men. Seven fortified regions of 1938-39 construction time did not have any garrisons.

During 1940-41 another 20 fortified regions are being constructed on the new border. These were of new system and were supposed to be more reliable. About 46% of fortifications had artillery weapons. Each fortified region was expected to have two lines instead of one, thus increasing depth to 30-50 km. Each fortified region width was about 100 km. Gaps up to 20 km between the regions were allowed, and were supposed to be covered by defensive positions and flanking artillery fire. Weak side of these new regions was unsufficient distance from the enemy - they were build almost directly at the border.

Despite the efforts, only those fortified regions which construction had been started in 1940 were completed by June 22, 1941, and even they were only partially armed. This was the result of poor planning without taking industrial abilities into consideration.

At the beginning of the war fortified regions were kept on reduced staffing: 28-30% on the new border and up to 15% on the old border. On May 21, 1941 it was decided to form additional 13 fortification region HQs, 110 artillery-MG battallions, 16 artillery-MG companies, 6 artillery squadrons, 16 artillery batteries and other units with total staffing of 120,695 men. It was planned to finish the staffing of new border FR's by July 1st, and on the old border by October 1st.


Changes of VVS RKKA Staffing During First Half of 1941

VVS Arm Quantity
By 1.01.1941. By 1.03.1941. By 1.06.1941.
air regiments airplanes air regiments airplanes air regiments airplanes
HQ Reserve LR Bombers 40 1 780 43 2 008 44 2 311
VVS of Military Districts 209 12 315 213 12 721 222 13 288
Total 249 14 095 256 14 729 266 15 599
VVS Training Schools - 3 751 - 3 751 - 3 984
Total 249 17 846 256 18 450 266 19 583

Out of 15595 combat aircrafts, 8472 were located in the western military districts. Kiev MD had 1913 aircrafts, Western MD had 1789. Fighters were 59% of total number of aircrafts.

Number of ground attack planes was very low - only 317 airplanes. By June 22, 1941, only one regiment out of five is equipped with Il-2, the rest have I-15 and I-153.

378 recon aircrafts were present, mostly of obsolete types: R-5, R-Zet, R-10, SB and sometimes Yak-4.

Number of aircrafts does not represent real strength of VVS, as there were more planes than pilots. This happened because the air regiments have received the new aircraft models and were re-training. As the result, many planes were lost at the airfields because they didn't have a pilot to take them off.


Airfields of Western Military Districts

Military District Air Regiments Airfields on 1.01 1941 г. Airfields in construction Planned for end of 1941 г.
Permanent Operative Reconstructing Total
LenVO (Leningrad) 24 21 68 1 90 11 101
PrivOVO (Baltics) 18 17 - 49 66 - 66
ZapOVO (Byelorussia) 29 29 141 16 186 39 225
KOVO (Kiev) 30 19 81 56 156 88 244
OdVO (Odessa) 15 9 92 13 114 5 119
Total 116 95 382 135 612 143 755


Units Planned for USSR Border Cover by May-June 1941

Location LenOVO
(3 armies)
PribOVO
(3 armies)
ZapOVO
(4 armies)
KOVO
(4 armies)
OdVO
(1 armies)
Total
(15 armies)
1st Echelon 12 inf,
1 arm,
1 inf br.
10 inf,
1 inf br.
14 inf 17 inf 7 inf,
2 cav
63 divisions
2nd Echelon 2 inf,
2 arm,
1 moto
7 inf,
4 arm,
2 moto
8 arm,
4 moto,
2 cav
8 arm,
4 moto,
1 cav
2 inf,
1 cav,
2 arm,
1 moto
51 division
District Reserves 3 inf,
1 arm,
1 moto
- 5 inf,
4 arm,
2 moto
15 inf,
8 arm,
4 moto,
1 cav
1 inf 45 divisions
High Command Reserve - - 5 inf 3 inf 2 arm,
1 moto
11 divisions
Total 23 divisions,
1 brigade,
8 air divisions
23 divisions,
1 brigade
4 air divisions
44 divisions,
11 air divisions
61 divisions,
21 air division
19 divisions,
6 air divisions
170 divisions,
2 brigades,
50 air divisions

Australia

Overview

Australia ( AST ) can be a fun and challenging country to play. Historically, like Canada it has held subordinate role, first to the United Kingdom and later to the USA, but playing that way is rather dull. As with any scenario and country, the goal is usually to conquer vast tracts of territory, and this guide is written with that in mind, particularly for a 1936 scenario.

Advantages:

Disadvantages:

General Tips

Manpower

Australia's biggest problem is manpower. Resources and blueprints can be traded for, IC captured, but manpower can only be slowly grown. Annexed territory yields just 10% of the indicated manpower, and non-contiguous territory yields no manpower at all during wartime. This limits growth of every kind by capping military power and so slowing conquest. To maximize manpower you must take every step possible to increase growth. You will start with 25 manpower stockpiled with an increase of 0.10 manpower per day. To increase your manpower growth research the two agriculture technologies, install Sir Cyril Bingham-White, and a Man of the People Security Minister. This greatly benefits manpower growth.

If you're not interested in the reasoning, skip this section. I'm not sure precisely how manpower works as even when factoring in all known modifiers I find a serious discrepancy between expected and calculated values; 13 manpower assuming no modifiers would yield 0.04 manpower per day, not 0.10. All the same, anyone can see the value of the manpower modifiers when the maths is done. Australia begins with -8% growth due to a Dove Lobby , and +10% due to two techs, thus 36.5 is 98% of your base growth. If the player researches the next two Agricultural technologies, which are 5% each, installs Sir Cyril and a Man of the People, we reach 55% additional manpower growth. Once the Hawk Lobby is maximized (which takes years, but is well worth it) we reach a whopping 65% additional manpower. As far as I'm aware this is the maximum until the later Agricultural technologies. Now if we do the maths, our base manpower growth is 37.3 per year. This leaps to an amazing 61.5 manpower per year when all effects are active, or 0.16 manpower per day. Thus it is obviously apparent we can build another pair of infantry Divisions per year with extra left over for other projects. If we average this 1936-9 we see that another six Divisions is nothing to sniff at.

Research

Australia has some excellent Tech teams , but with only two slots to begin with you're limited to whatever you get via blueprints. You can, however, research independently for various reasons. I highly recommend the Agricultural researches as they're easily accomplished, boost your manpower, and you can trade them to France for resources. Any blueprints you complete can be traded around the Allies for some extra change. It's worth the money cost.

Also consider changing your Land Doctrine. Have you noticed that Dudley Lavarck shares four crucial specialties with Heinz Guderian and is level 6 skilled? Blitzkrieg Doctrine is a viable option. Don't be afraid to abandon all those old techs: you're getting better ones. You may want to hold off on this, however, until you've got 9-18 infantry Divisions, thereby utilizing the slight discounts already available from your current doctrines.

Diplomacy

Alliances

Australia as Commonwealth nation starts as member of the Allies. You may want to join Japan and leave the petty Commonwealth. Simply influence and attack all! :D

Sliders

Australia's initial domestic policy is not suited to conquest, and you'll be wanting to maximize the interventionism, hawk lobby, and probably standing army. All three are pretty far to the right, and it would take you several decades to bring them left manually. Maximizing interventionism is simple however: guarantee the independence of a country you expect to be attacked, such as Nationalist China and Albania. This will kick your interventionism up a lot, which helps equalize the fact that Germany, UK, France, USSR, and even USA have gearing up for war events that Australia doesn't get.

Moving the hawk lobby and standing army isn't as easy, but given that you don't have to fix your interventionism it's a lot quicker. When both your interventionism and hawk lobby reach 5, as a Social Conservative government you have a chance of Defense Policy Initiatives or Attacks. Because your interventionism is boosted by guarantees, you're sure to get the events, and a lot quicker than manually dragging the sliders once per year. Whichever you get, you're given the option of increasing some sliders at the cost of others and a penalty in dissent. If you get the chance to exchange interventionism for hawk lobby or standing army then do it: interventionism is fairly easily gained by guaranteeing countries in the line of fire, but the others can't be moved except by policy challenges and once-per-year shifts. Dissent is easily burned away by brief overproduction of consumer goods.

You may wish to move towards authoritarianism to allow easier DoW on your targets, but as a member of the Allies you should have enough potential targets without needing that. Unfortunately, as a social-conservative government you can't maximize Free Market, which is superior to Controlled Economy, and much easier to attain as Australia, but you may consider going Social-Liberal to make the change to Market Liberal.

Ministers

Your starting pool of ministers is pretty good, choose those who suit you and stick with them. Unfortunately your conservative HoG will die in '40 or '41 and be replaced by a -5% one. If you choose elect left the next election you get a +5% one, but have to replace nearly your complete cabinet and loose the +10% manpower minister you had before. So consider carefully.

Intelligence

As you get most blueprints you need from your allies there is only one target that may be worth the effort: Japan. They start with a few more naval doctrines and research some very early due to blueprints they have. Maybe that's a reason good enough for you to steal blueprints from them.

Economy

Trading

Most of the needed resources are delivered for free from your allies, especially after the USA joined. But you will need some extra money to keep your research running, trade that with USA or any South American country you want. Choose democratic ones so relations get up to +200, then you can renegotiate the deal to much better conditions.

Industrial Production

Of course, what strategy you use is up to you, but this is Australia and not Germany or the USA - you can't afford profligacy in this austere land. And after all, you're reading this guide for tips on the best management of Australia.

It is my sincere recommendation that anyone playing as Australia avoids spending manpower on additional IC, AA, Radar Stations, rocket test sites, or nuclear reactors. Don't scoff: when you've got 250 IC to your name through conquest you'll be looking for things to build, especially as without any manpower you can't build anything except infrastructure.

Military

Army

Read the Poor man's army guide. It will explain somethings quite well

Airborne, Marines, and Mountain infantry are fools' gold for Australia. The additional abilities, especially Marines, are tempting, but ultimately they're mitigated by the cost. You're on a shoestring budget and for every 2 special Divisions you could have 3 infantry Divisions, or more than four armoured Divisions. I recommend a large armoured Corps for Australia: it's 3 less manpower per Division, it will decrease your manpower losses, and with the Blitzkrieg doctrine they're cheaper. The increased pace of offensives also reduces casualties. Consider armoured cars for your units: they increase the hard value and hence reduce manpower losses. Personally I've always added artillery to my infantry, but in this case I believe it's worth considering any options to reduce manpower losses. I have also read that militia with artillery is exceptional for purely defensive use, as they cost far less, take fewer casualties, and with artillery are nearly as powerful as infantry when in defense.

Navy

The Royal Australian Navy starts with Fleet-in-Being , read the Naval Doctrine FAQ for more information. The Royal Australian Navy will have to be royally shafted. You start with seven transports, and by adding two you can move three optimal sized Corps at a time. However, in terms of warships there's not much you can do: Japan is a true naval power, you cannot possibly defeat them directly. Even Italy and Germany, far from first-rate navies, are above Australia's weight class. Australia can stamp out heavy cruisers and destroyers, using British blueprints to save time, but even if Australia musters a full nine CAs and nine DDs against the Italians without Royal Navy support you'll be torn to shreds by their motley collection of battleships supported by a score of their own Heavy Cruisers. From observation, in a standard 1936 scenario the RN can be relied upon to bottle up the Italians and Germans, but Japan is the USN's responsibility. Armageddon may have affected the AI, however, as in the last scenario as Australia I found the RN scattering half the capital ships into ASW packets and the rest patrolling the North Sea, thereby making it all blockade runs against the Italians. If this is an AI change then unfortunately you cannot rely on the AI to assist you in the Med anymore. All the same, unless you intend to strike it out alone against medium powers, forget the Navy. Read the Naval Doctrine FAQ for more information

Air Force

I highly recommend a tactical air force. If you're not an airpower type, read Effective Use of Airpower and prepare to change your view. I suggest a TAF over a SAF for severals reasons: cost of strategic bombing is higher, Australia can't realistically amass a large enough SAF to cripple a large nation, while a TAF will reduce attrition. Four CAS can easily maul your enemies' Divisions, but costs a mere 8 manpower - less than one infantry Division. For 12 manpower you can assemble four CAS and four fighters. Usually I work with both interceptors and fighters, but Australia can't afford it, and regardless the interceptor's eponymous abilities are irrelevant in this situation. Fighters' usefulness in CAS as a secondary ability makes it far better pound-for-pound. The true value of a TAF is in interdicting the enemy in combat to quickly defeat them, then switching to ground attack to tear them up while they're horribly vulnerable. This greatly reduces your own manpower losses as it's a compounding effect: you speed up combat, reducing losses, then wear the enemy's effectiveness down, further reducing time-in-combat, further reducing losses.

Events

There are only election events.

War

There are many possible expansionist strategies for Australia, varying from leaving turning on the Allies to make easy killings among their weaker members and their colonies while they're distracted, to blitzing Japan. The only proven strategy I have used, however, is the Balkan route, and I will not cover the other strategies.

The Balkan route has many advantages. When launched in 1941 it provides a five year build up period, which may be too long for some, but is not necessary inactive. You may attempt to stall the invasions of Poland, Denmark, Norway, France and the Benelux, Yugoslavia, and Greece, but even if successful it just means you'll have less prizes after the shooting stops. You can also assist in the conquest of North Africa, but like stalling Axis assaults it's a needless sacrifice of precious manpower that you'll need later on.

It is possible to indefinitely hold Narvik and therefore Norway against the Germans, tying down a handful of Divisions, but I found attempts to stop the other invasions futile. The invasion of France can be seriously slowed by the presence of Australian Corps, in fact as a novice I held out until September. Eventually, though, even with military control of the Netherlands and Belgium, the Allies break. It makes sense to attempt to rescue as many Belgian and Dutch Divisions from the Fall of France to assist your later liberation campaigns. Other armies are unsalvageable (Polish, Danish, Norwegian, Luxembourger, Yugoslav, Greek) because they disappear when their nation is annexed.

I found holding Greece quite easy until Yugoslavia fell; then my handful of Australian and Greek Divisions were overwhelmed by vast numbers of Panzers, German allies, and air superiority. Since that campaign I've learned a lot about combat, and I assume an experienced player could hold Greece against the Axis. However, I don't recommend it.

In 1941, just prior to Operation Barbarossa, the entire Balkan region is in the Axis camp. The Balkans aren't exactly the jewels of Europe, but they're a decent breadbasket for an ambitious Australia. Hopefully the Royal Navy clears the Mediterranean for you, allowing unimpeded landings in Greece. As the Axis will be heavily engaged on the Eastern Front you should have an even chance against the thin but steadily increasing defenders in the Balkans. If you follow my suggestions on army doctrines and composition you should have a highly mobile force capable of repeatedly encircling small packets of enemy Divisions and grinding them down piecemeal. Annexing Hitler's satellites will rapidly deplete the Axis forces against you. You will probably find though, that Australia's small army alone can't face the overwhelming Wehrmacht alone, and require assistance. The New Zealanders, South Africans, and Canadians are largely dormant, allowing you to dragoon them into supporting or spearheading your operations. If you rescued the Dutch and Belgian armies then you can add them to your armies as well.

There's not a lot to be said about strategy after you've landed in the Balkans. In some situations the bulk of Italian Divisions are stuck in Africa, allowing you to lance north along the Dalmatian coast to Trento, isolating the Italians for a handful of units to clear and annex. Alternately a broad front may allow you to prevent the enemy amassing a serious threat on any one flank, and there aren't really any landmarks to aim for; there's no industrial heartland or particular region suited to encirclements. It's probably worth liberating some puppet states, as their manpower is not transferred to you (see below for details) and without additional manpower you can't expand your army, navy, or air force. Puppets, however, can churn out new Divisions to do your bidding via military control. By now you're probably into the early part of 1942, holding a line from the Black Sea to Switzerland. The world is your oyster - go after Germany, or hold the line while they collapse under the weight of the USSR, focusing on the Pacific instead. Once your puppets have build enough forces you can leave the Allies (if the war is over) and strike against them with the Australasian allies.

Alternative Route

You don´t want to conquer the Balkans because it´s a long way away from Australia? You want to face and tame the immediate threat in the Pacific? You like naval warfare more than tanks? Then you may want to choose a different first conquest: Japan. Compared to the above strategy you end with a less powerful Australia, but nevertheless you have a fun and challenging game. And you won´t have to fight an excessive land war against the Red Army in World War Three.

The time before the war against Japan

Build some IC to get the third tech team in the first years. To be able to face the IJN you can´t rely on cruisers or destroyers only, the true ruler of the Pacific waves are carriers. Never built carriers as such a small country? Me neither ;), but it works. It will cost you much research time as you have to research the Base Strike doctrine. You won´t have time to research Blitzkrieg or IC to build tanks, so you should stick to your starting land doctrine path. It fits pretty well to your small infantry army.

It is a a very good idea to do an excessive spy campaign against Japan to steal some blueprints. As you are equal or ahead in many research areas and share the same land doctrine path it is *relatively* likely that you steal some of their naval doctrines. Relatively means: you really have to spend some money and time to achieve that goal, but I would say it is definitely worth the effort.

OK, you build up industry, start to build a small infantry force in late ´38 and lay down your first serial run of CV IV´s in late ´38 or early ´39. Oh, and squeeze in some militia. You want to have your air fields secured or be at least warned when enemy troops are approaching your air fields, nothing would ruin your game more effectively than enemy troops capturing your air force. All these "early" production requests mean that you have to build IC a little bit longer but it also means you can do something earlier.

As soon as you researched the ´40 TAC you should start a serial run, you need some air power that can hit the ground and the sea. Move your small army to Egypt to help Britain. In June ´40 I had nine infantry and six militia divisions there and was able to help the Brits significantly without too much manpower losses. As Australia you really want strong Brits, so they can defend India by themselves. In late ´40 all except one last factory was ready and I had built ~15 infantry so I started a series of fighters (of course the ´40 model). To provide a good carrier escort research DD-V in mid ´40 already so you can start to build them early. The next months were relatively easy: The TAC´s started to destroy Italian convoys and ships and as soon as the first four fighters were ready they were sent to Libya.

With air cover in the Med, my second carrier ready in ´41 and enough DD´s for them and a competent Vice Admiral in charge (use the spotter/superior tactician - he gains experience fast and minimizes the risk that an enemy fleet closes the distance) you can send your CV fleet against the Italians. In a long campaign I sunk only very few ships as early carrier warfare is not the most effective way to sink enemy ships, but the Vice Admiral got much experience (very important), many Italian ships were always in port and French and British ships could use the Med nearly freely. Bring your land troops home in ´41, except two or three militia divisions to secure the air fields you use.

From ´40 on I started to buy some transport fleets from allies. With a blueprint and some supplies from you they are really cheap. Oh, and a second carrier serial started after the eighth and last TAC was built.

Finally, in late ´42 Japan started their war.

The war against Japan

So, you have two carriers, eight TAC´s, a growing air force of fighters and a tiny army. What to do with them?!? You still have to wait one or two years until you can hope to challenge the remaining IJN with a larger Australian carrier fleet, but that does not mean you can do nothing. Send your army to Burma and help the Brits to defend it until they have enough troops of their own there. Use your bombers and fighters there.

After the Japs are stalled in Burma start to remove your armies from there and retake Indonesia that is most likely lost to Japan. Use the air field(s) and start to use you air power against the IJN. Use your CTF very carefully and defensively, but you have a good chance to sink many small fleets around Indonesia which try to bring new troops and that´s an opportunity you should not miss, so don´t let your carriers miss this time of the war because you are afraid to loose them.

Reinforce or retake the Philippines if you feel that Indonesia is save for the moment. Do that after you found out where the enemy carriers are by watching the map and/or bombing some ports. Yeah, that´s a boring job, but is essential as you can´t afford to loose your CTF and transports.

Use your fighters and bombers to harass Japanese convoys and to bomb some ships. If you are patient you can starve the troops in Taiwan and Okinawa, your next logical conquests that bring you closer to your goal, mainland Japan. From now it is (active) waiting for the IJN to be weak enough so your carriers (should be five or six by now) are strong enough to defend your transport ships against every resistance. Taking Japan when you finally managed to land there is the easy part :).

With Japan secured the ultimate goal of this alternative route is achieved and Australia now has a very good industrial base to do whatever they want as long as it does not cost manpower ;). Maybe Siam and Indochina are your next targets or maybe Italy is now a more tempting target.

References

Tech Team (Australia) Template:Anthology

Australia

Overview

Australia ( AST ) can be a fun and challenging country to play. Historically, like Canada it has held subordinate role, first to the United Kingdom and later to the USA, but playing that way is rather dull. As with any scenario and country, the goal is usually to conquer vast tracts of territory, and this guide is written with that in mind, particularly for a 1936 scenario.

Advantages:

Disadvantages:

General Tips

Manpower

Australia's biggest problem is manpower. Resources and blueprints can be traded for, IC captured, but manpower can only be slowly grown. Annexed territory yields just 10% of the indicated manpower, and non-contiguous territory yields no manpower at all during wartime. This limits growth of every kind by capping military power and so slowing conquest. To maximize manpower you must take every step possible to increase growth. You will start with 25 manpower stockpiled with an increase of 0.10 manpower per day. To increase your manpower growth research the two agriculture technologies, install Sir Cyril Bingham-White, and a Man of the People Security Minister. This greatly benefits manpower growth.

If you're not interested in the reasoning, skip this section. I'm not sure precisely how manpower works as even when factoring in all known modifiers I find a serious discrepancy between expected and calculated values; 13 manpower assuming no modifiers would yield 0.04 manpower per day, not 0.10. All the same, anyone can see the value of the manpower modifiers when the maths is done. Australia begins with -8% growth due to a Dove Lobby , and +10% due to two techs, thus 36.5 is 98% of your base growth. If the player researches the next two Agricultural technologies, which are 5% each, installs Sir Cyril and a Man of the People, we reach 55% additional manpower growth. Once the Hawk Lobby is maximized (which takes years, but is well worth it) we reach a whopping 65% additional manpower. As far as I'm aware this is the maximum until the later Agricultural technologies. Now if we do the maths, our base manpower growth is 37.3 per year. This leaps to an amazing 61.5 manpower per year when all effects are active, or 0.16 manpower per day. Thus it is obviously apparent we can build another pair of infantry Divisions per year with extra left over for other projects. If we average this 1936-9 we see that another six Divisions is nothing to sniff at.

Research

Australia has some excellent Tech teams , but with only two slots to begin with you're limited to whatever you get via blueprints. You can, however, research independently for various reasons. I highly recommend the Agricultural researches as they're easily accomplished, boost your manpower, and you can trade them to France for resources. Any blueprints you complete can be traded around the Allies for some extra change. It's worth the money cost.

Also consider changing your Land Doctrine. Have you noticed that Dudley Lavarck shares four crucial specialties with Heinz Guderian and is level 6 skilled? Blitzkrieg Doctrine is a viable option. Don't be afraid to abandon all those old techs: you're getting better ones. You may want to hold off on this, however, until you've got 9-18 infantry Divisions, thereby utilizing the slight discounts already available from your current doctrines.

Diplomacy

Alliances

Australia as Commonwealth nation starts as member of the Allies. You may want to join Japan and leave the petty Commonwealth. Simply influence and attack all! :D

Sliders

Australia's initial domestic policy is not suited to conquest, and you'll be wanting to maximize the interventionism, hawk lobby, and probably standing army. All three are pretty far to the right, and it would take you several decades to bring them left manually. Maximizing interventionism is simple however: guarantee the independence of a country you expect to be attacked, such as Nationalist China and Albania. This will kick your interventionism up a lot, which helps equalize the fact that Germany, UK, France, USSR, and even USA have gearing up for war events that Australia doesn't get.

Moving the hawk lobby and standing army isn't as easy, but given that you don't have to fix your interventionism it's a lot quicker. When both your interventionism and hawk lobby reach 5, as a Social Conservative government you have a chance of Defense Policy Initiatives or Attacks. Because your interventionism is boosted by guarantees, you're sure to get the events, and a lot quicker than manually dragging the sliders once per year. Whichever you get, you're given the option of increasing some sliders at the cost of others and a penalty in dissent. If you get the chance to exchange interventionism for hawk lobby or standing army then do it: interventionism is fairly easily gained by guaranteeing countries in the line of fire, but the others can't be moved except by policy challenges and once-per-year shifts. Dissent is easily burned away by brief overproduction of consumer goods.

You may wish to move towards authoritarianism to allow easier DoW on your targets, but as a member of the Allies you should have enough potential targets without needing that. Unfortunately, as a social-conservative government you can't maximize Free Market, which is superior to Controlled Economy, and much easier to attain as Australia, but you may consider going Social-Liberal to make the change to Market Liberal.

Ministers

Your starting pool of ministers is pretty good, choose those who suit you and stick with them. Unfortunately your conservative HoG will die in '40 or '41 and be replaced by a -5% one. If you choose elect left the next election you get a +5% one, but have to replace nearly your complete cabinet and loose the +10% manpower minister you had before. So consider carefully.

Intelligence

As you get most blueprints you need from your allies there is only one target that may be worth the effort: Japan. They start with a few more naval doctrines and research some very early due to blueprints they have. Maybe that's a reason good enough for you to steal blueprints from them.

Economy

Trading

Most of the needed resources are delivered for free from your allies, especially after the USA joined. But you will need some extra money to keep your research running, trade that with USA or any South American country you want. Choose democratic ones so relations get up to +200, then you can renegotiate the deal to much better conditions.

Industrial Production

Of course, what strategy you use is up to you, but this is Australia and not Germany or the USA - you can't afford profligacy in this austere land. And after all, you're reading this guide for tips on the best management of Australia.

It is my sincere recommendation that anyone playing as Australia avoids spending manpower on additional IC, AA, Radar Stations, rocket test sites, or nuclear reactors. Don't scoff: when you've got 250 IC to your name through conquest you'll be looking for things to build, especially as without any manpower you can't build anything except infrastructure.

Military

Army

Read the Poor man's army guide. It will explain somethings quite well

Airborne, Marines, and Mountain infantry are fools' gold for Australia. The additional abilities, especially Marines, are tempting, but ultimately they're mitigated by the cost. You're on a shoestring budget and for every 2 special Divisions you could have 3 infantry Divisions, or more than four armoured Divisions. I recommend a large armoured Corps for Australia: it's 3 less manpower per Division, it will decrease your manpower losses, and with the Blitzkrieg doctrine they're cheaper. The increased pace of offensives also reduces casualties. Consider armoured cars for your units: they increase the hard value and hence reduce manpower losses. Personally I've always added artillery to my infantry, but in this case I believe it's worth considering any options to reduce manpower losses. I have also read that militia with artillery is exceptional for purely defensive use, as they cost far less, take fewer casualties, and with artillery are nearly as powerful as infantry when in defense.

Navy

The Royal Australian Navy starts with Fleet-in-Being , read the Naval Doctrine FAQ for more information. The Royal Australian Navy will have to be royally shafted. You start with seven transports, and by adding two you can move three optimal sized Corps at a time. However, in terms of warships there's not much you can do: Japan is a true naval power, you cannot possibly defeat them directly. Even Italy and Germany, far from first-rate navies, are above Australia's weight class. Australia can stamp out heavy cruisers and destroyers, using British blueprints to save time, but even if Australia musters a full nine CAs and nine DDs against the Italians without Royal Navy support you'll be torn to shreds by their motley collection of battleships supported by a score of their own Heavy Cruisers. From observation, in a standard 1936 scenario the RN can be relied upon to bottle up the Italians and Germans, but Japan is the USN's responsibility. Armageddon may have affected the AI, however, as in the last scenario as Australia I found the RN scattering half the capital ships into ASW packets and the rest patrolling the North Sea, thereby making it all blockade runs against the Italians. If this is an AI change then unfortunately you cannot rely on the AI to assist you in the Med anymore. All the same, unless you intend to strike it out alone against medium powers, forget the Navy. Read the Naval Doctrine FAQ for more information

Air Force

I highly recommend a tactical air force. If you're not an airpower type, read Effective Use of Airpower and prepare to change your view. I suggest a TAF over a SAF for severals reasons: cost of strategic bombing is higher, Australia can't realistically amass a large enough SAF to cripple a large nation, while a TAF will reduce attrition. Four CAS can easily maul your enemies' Divisions, but costs a mere 8 manpower - less than one infantry Division. For 12 manpower you can assemble four CAS and four fighters. Usually I work with both interceptors and fighters, but Australia can't afford it, and regardless the interceptor's eponymous abilities are irrelevant in this situation. Fighters' usefulness in CAS as a secondary ability makes it far better pound-for-pound. The true value of a TAF is in interdicting the enemy in combat to quickly defeat them, then switching to ground attack to tear them up while they're horribly vulnerable. This greatly reduces your own manpower losses as it's a compounding effect: you speed up combat, reducing losses, then wear the enemy's effectiveness down, further reducing time-in-combat, further reducing losses.

Events

There are only election events.

War

There are many possible expansionist strategies for Australia, varying from leaving turning on the Allies to make easy killings among their weaker members and their colonies while they're distracted, to blitzing Japan. The only proven strategy I have used, however, is the Balkan route, and I will not cover the other strategies.

The Balkan route has many advantages. When launched in 1941 it provides a five year build up period, which may be too long for some, but is not necessary inactive. You may attempt to stall the invasions of Poland, Denmark, Norway, France and the Benelux, Yugoslavia, and Greece, but even if successful it just means you'll have less prizes after the shooting stops. You can also assist in the conquest of North Africa, but like stalling Axis assaults it's a needless sacrifice of precious manpower that you'll need later on.

It is possible to indefinitely hold Narvik and therefore Norway against the Germans, tying down a handful of Divisions, but I found attempts to stop the other invasions futile. The invasion of France can be seriously slowed by the presence of Australian Corps, in fact as a novice I held out until September. Eventually, though, even with military control of the Netherlands and Belgium, the Allies break. It makes sense to attempt to rescue as many Belgian and Dutch Divisions from the Fall of France to assist your later liberation campaigns. Other armies are unsalvageable (Polish, Danish, Norwegian, Luxembourger, Yugoslav, Greek) because they disappear when their nation is annexed.

I found holding Greece quite easy until Yugoslavia fell; then my handful of Australian and Greek Divisions were overwhelmed by vast numbers of Panzers, German allies, and air superiority. Since that campaign I've learned a lot about combat, and I assume an experienced player could hold Greece against the Axis. However, I don't recommend it.

In 1941, just prior to Operation Barbarossa, the entire Balkan region is in the Axis camp. The Balkans aren't exactly the jewels of Europe, but they're a decent breadbasket for an ambitious Australia. Hopefully the Royal Navy clears the Mediterranean for you, allowing unimpeded landings in Greece. As the Axis will be heavily engaged on the Eastern Front you should have an even chance against the thin but steadily increasing defenders in the Balkans. If you follow my suggestions on army doctrines and composition you should have a highly mobile force capable of repeatedly encircling small packets of enemy Divisions and grinding them down piecemeal. Annexing Hitler's satellites will rapidly deplete the Axis forces against you. You will probably find though, that Australia's small army alone can't face the overwhelming Wehrmacht alone, and require assistance. The New Zealanders, South Africans, and Canadians are largely dormant, allowing you to dragoon them into supporting or spearheading your operations. If you rescued the Dutch and Belgian armies then you can add them to your armies as well.

There's not a lot to be said about strategy after you've landed in the Balkans. In some situations the bulk of Italian Divisions are stuck in Africa, allowing you to lance north along the Dalmatian coast to Trento, isolating the Italians for a handful of units to clear and annex. Alternately a broad front may allow you to prevent the enemy amassing a serious threat on any one flank, and there aren't really any landmarks to aim for; there's no industrial heartland or particular region suited to encirclements. It's probably worth liberating some puppet states, as their manpower is not transferred to you (see below for details) and without additional manpower you can't expand your army, navy, or air force. Puppets, however, can churn out new Divisions to do your bidding via military control. By now you're probably into the early part of 1942, holding a line from the Black Sea to Switzerland. The world is your oyster - go after Germany, or hold the line while they collapse under the weight of the USSR, focusing on the Pacific instead. Once your puppets have build enough forces you can leave the Allies (if the war is over) and strike against them with the Australasian allies.

Alternative Route

You don´t want to conquer the Balkans because it´s a long way away from Australia? You want to face and tame the immediate threat in the Pacific? You like naval warfare more than tanks? Then you may want to choose a different first conquest: Japan. Compared to the above strategy you end with a less powerful Australia, but nevertheless you have a fun and challenging game. And you won´t have to fight an excessive land war against the Red Army in World War Three.

The time before the war against Japan

Build some IC to get the third tech team in the first years. To be able to face the IJN you can´t rely on cruisers or destroyers only, the true ruler of the Pacific waves are carriers. Never built carriers as such a small country? Me neither ;), but it works. It will cost you much research time as you have to research the Base Strike doctrine. You won´t have time to research Blitzkrieg or IC to build tanks, so you should stick to your starting land doctrine path. It fits pretty well to your small infantry army.

It is a a very good idea to do an excessive spy campaign against Japan to steal some blueprints. As you are equal or ahead in many research areas and share the same land doctrine path it is *relatively* likely that you steal some of their naval doctrines. Relatively means: you really have to spend some money and time to achieve that goal, but I would say it is definitely worth the effort.

OK, you build up industry, start to build a small infantry force in late ´38 and lay down your first serial run of CV IV´s in late ´38 or early ´39. Oh, and squeeze in some militia. You want to have your air fields secured or be at least warned when enemy troops are approaching your air fields, nothing would ruin your game more effectively than enemy troops capturing your air force. All these "early" production requests mean that you have to build IC a little bit longer but it also means you can do something earlier.

As soon as you researched the ´40 TAC you should start a serial run, you need some air power that can hit the ground and the sea. Move your small army to Egypt to help Britain. In June ´40 I had nine infantry and six militia divisions there and was able to help the Brits significantly without too much manpower losses. As Australia you really want strong Brits, so they can defend India by themselves. In late ´40 all except one last factory was ready and I had built ~15 infantry so I started a series of fighters (of course the ´40 model). To provide a good carrier escort research DD-V in mid ´40 already so you can start to build them early. The next months were relatively easy: The TAC´s started to destroy Italian convoys and ships and as soon as the first four fighters were ready they were sent to Libya.

With air cover in the Med, my second carrier ready in ´41 and enough DD´s for them and a competent Vice Admiral in charge (use the spotter/superior tactician - he gains experience fast and minimizes the risk that an enemy fleet closes the distance) you can send your CV fleet against the Italians. In a long campaign I sunk only very few ships as early carrier warfare is not the most effective way to sink enemy ships, but the Vice Admiral got much experience (very important), many Italian ships were always in port and French and British ships could use the Med nearly freely. Bring your land troops home in ´41, except two or three militia divisions to secure the air fields you use.

From ´40 on I started to buy some transport fleets from allies. With a blueprint and some supplies from you they are really cheap. Oh, and a second carrier serial started after the eighth and last TAC was built.

Finally, in late ´42 Japan started their war.

The war against Japan

So, you have two carriers, eight TAC´s, a growing air force of fighters and a tiny army. What to do with them?!? You still have to wait one or two years until you can hope to challenge the remaining IJN with a larger Australian carrier fleet, but that does not mean you can do nothing. Send your army to Burma and help the Brits to defend it until they have enough troops of their own there. Use your bombers and fighters there.

After the Japs are stalled in Burma start to remove your armies from there and retake Indonesia that is most likely lost to Japan. Use the air field(s) and start to use you air power against the IJN. Use your CTF very carefully and defensively, but you have a good chance to sink many small fleets around Indonesia which try to bring new troops and that´s an opportunity you should not miss, so don´t let your carriers miss this time of the war because you are afraid to loose them.

Reinforce or retake the Philippines if you feel that Indonesia is save for the moment. Do that after you found out where the enemy carriers are by watching the map and/or bombing some ports. Yeah, that´s a boring job, but is essential as you can´t afford to loose your CTF and transports.

Use your fighters and bombers to harass Japanese convoys and to bomb some ships. If you are patient you can starve the troops in Taiwan and Okinawa, your next logical conquests that bring you closer to your goal, mainland Japan. From now it is (active) waiting for the IJN to be weak enough so your carriers (should be five or six by now) are strong enough to defend your transport ships against every resistance. Taking Japan when you finally managed to land there is the easy part :).

With Japan secured the ultimate goal of this alternative route is achieved and Australia now has a very good industrial base to do whatever they want as long as it does not cost manpower ;). Maybe Siam and Indochina are your next targets or maybe Italy is now a more tempting target.

References

Tech Team (Australia) Template:Anthology

Austria

Austria is small, poor and underdeveloped. Furthermore it is seen as little more than a pawn by Italy and Germany, two of your neighbours. You need to plan each step wisely if you want to survive.


Walkthrough for 1936 Scenario

I have played several games with Austria, and each one has played out very similarly.

Modding Activity to Consider

You may (as I have done) consider modding the HoI2 files a little to give Austria more options later in the game. One thing you can do is to make Austria the "true owner" of Hungary, which means you will inherit all Hungarian units when you annex Hungary. It is also not a bad idea to make all provinces of the defunct Austro-Hungarian Empire "national" provinces. You should add at least two tech teams - a naval academy and a naval arsenal. I made them to appear in 1937, as by this time you will have access to water again.

You could also consider giving Austria some basic naval technologies and doctrines. They had a navy until 1918, so this is not ahistorical by any means.

War From the Beginning

As soon as the game starts, become more interventionist. Research better infantry, and whatever else you see fit.

Move all your troops to the east, and declare war on Hungary. You should be able to reach the Danube and occpy everything up to it easily.

At some point in this campaign, Italy will most likely declare war on you. Germany then usually declares war on Italy, since they guarantee your independance. This is your chance for Austrian world dominance - enter the Axis and try to assume full military control of Germany. This has always worked for me.

Turning the Tide in the Alps

Now, you govern tiny little Austria, but command the entire German Wehrmacht. This means that for your frustrated field commanders in Hungary and your panicking civilians in western Austria (who are probably being overrun by the Italians) a dream has come true - a real army can save Austria.

Move the entire German army into Austria except for 8-10 divisions to guard the French border (this will be important later!). Split off maybe 6 German divisions and send them to Hungary to help cross the Danube and annex Hungary. The rest should enter the Alps, and begin the offensive into Italy.

Since the conquest of Italy begins from Austria, all of Italy will fall under Austrian control. The conquest of mainland Italy should not prove too difficult, as the Germans are enormously strong, and can be supported by the Austrian army and the German expeditionary force from Hungary if you run into difficulties.

Balkans

Once Italy is under your control, you need to build some sort of navy, especially transport ships . This is where modding the game comes in useful, as Austria otherwise has grave difficulties doing this. Well, you can get transports anyway.

The snag so far is that Italy is merely Austrian-controlled, it is not part of your territory and you can't deploy any ships there. So you need a port, and quickly. Array your combined Austro-German army around Yugoslavia and attack. Leave enough troops as a garrison on the Franco-Italian border in case the Allies declare war on you. This can happen.

Annexing Yugoslavia should not take long, or be difficult. Greece and Turkey (or other Balkan states) may declare war on you, if they do, onwards with your conquest of the Balkans.

The Austrian Navy

Sooner or later, your first transports and destroyers will be ready, and for the first time in twenty years an Austrian ship will sail to sea! Use the navy to invade Crete, Libya, and if necessary also Ethiopia, to annex Greece and Italy.

By now it should be early 1937 or so, and Austria rules the Balkans and has access to numerous naval bases in the Mediterranean.

The Great War

You should keep checking whether the Germans are building new units (they are, obviously!). They will invariably deploy them in Berlin. Send them to the French border (north and south of the Alps). It is only a matter of time now, before the Allies declare war.

When they do, it should be common sense to attack south of the Alps, so France becomes Austrian territory as well. This fight will be incredibly hard. You may suffer some setbacks in the beginning, but persevere and all will be well.

After that, you can try attacking Czechoslovakia, Bulgaria and Romania, although once again some modding will be useful unless you want to see the entire "Sudetenland" in German hands after a bloody war in which primarily Austrian blood was spillt.

Beyond This

Now everything is up to you. You have a powerful European base from which to launch further campaigns of your own, or with which to support the Germans (especially against the Soviet Union, even more so if you happen to be in control of Turkey).

An option to consider is releasing Ethiopia, Somalia and Libya as independant states, as they can raise hell in Africa and provide at least some research or units. The colonies as they are are merely sand, when they are released they get 5 IC from "Heaven".

Austria

Austria is small, poor and underdeveloped. Furthermore it is seen as little more than a pawn by Italy and Germany, two of your neighbours. You need to plan each step wisely if you want to survive.


Walkthrough for 1936 Scenario

I have played several games with Austria, and each one has played out very similarly.

Modding Activity to Consider

You may (as I have done) consider modding the HoI2 files a little to give Austria more options later in the game. One thing you can do is to make Austria the "true owner" of Hungary, which means you will inherit all Hungarian units when you annex Hungary. It is also not a bad idea to make all provinces of the defunct Austro-Hungarian Empire "national" provinces. You should add at least two tech teams - a naval academy and a naval arsenal. I made them to appear in 1937, as by this time you will have access to water again.

You could also consider giving Austria some basic naval technologies and doctrines. They had a navy until 1918, so this is not ahistorical by any means.

War From the Beginning

As soon as the game starts, become more interventionist. Research better infantry, and whatever else you see fit.

Move all your troops to the east, and declare war on Hungary. You should be able to reach the Danube and occpy everything up to it easily.

At some point in this campaign, Italy will most likely declare war on you. Germany then usually declares war on Italy, since they guarantee your independance. This is your chance for Austrian world dominance - enter the Axis and try to assume full military control of Germany. This has always worked for me.

Turning the Tide in the Alps

Now, you govern tiny little Austria, but command the entire German Wehrmacht. This means that for your frustrated field commanders in Hungary and your panicking civilians in western Austria (who are probably being overrun by the Italians) a dream has come true - a real army can save Austria.

Move the entire German army into Austria except for 8-10 divisions to guard the French border (this will be important later!). Split off maybe 6 German divisions and send them to Hungary to help cross the Danube and annex Hungary. The rest should enter the Alps, and begin the offensive into Italy.

Since the conquest of Italy begins from Austria, all of Italy will fall under Austrian control. The conquest of mainland Italy should not prove too difficult, as the Germans are enormously strong, and can be supported by the Austrian army and the German expeditionary force from Hungary if you run into difficulties.

Balkans

Once Italy is under your control, you need to build some sort of navy, especially transport ships . This is where modding the game comes in useful, as Austria otherwise has grave difficulties doing this. Well, you can get transports anyway.

The snag so far is that Italy is merely Austrian-controlled, it is not part of your territory and you can't deploy any ships there. So you need a port, and quickly. Array your combined Austro-German army around Yugoslavia and attack. Leave enough troops as a garrison on the Franco-Italian border in case the Allies declare war on you. This can happen.

Annexing Yugoslavia should not take long, or be difficult. Greece and Turkey (or other Balkan states) may declare war on you, if they do, onwards with your conquest of the Balkans.

The Austrian Navy

Sooner or later, your first transports and destroyers will be ready, and for the first time in twenty years an Austrian ship will sail to sea! Use the navy to invade Crete, Libya, and if necessary also Ethiopia, to annex Greece and Italy.

By now it should be early 1937 or so, and Austria rules the Balkans and has access to numerous naval bases in the Mediterranean.

The Great War

You should keep checking whether the Germans are building new units (they are, obviously!). They will invariably deploy them in Berlin. Send them to the French border (north and south of the Alps). It is only a matter of time now, before the Allies declare war.

When they do, it should be common sense to attack south of the Alps, so France becomes Austrian territory as well. This fight will be incredibly hard. You may suffer some setbacks in the beginning, but persevere and all will be well.

After that, you can try attacking Czechoslovakia, Bulgaria and Romania, although once again some modding will be useful unless you want to see the entire "Sudetenland" in German hands after a bloody war in which primarily Austrian blood was spillt.

Beyond This

Now everything is up to you. You have a powerful European base from which to launch further campaigns of your own, or with which to support the Germans (especially against the Soviet Union, even more so if you happen to be in control of Turkey).

An option to consider is releasing Ethiopia, Somalia and Libya as independant states, as they can raise hell in Africa and provide at least some research or units. The colonies as they are are merely sand, when they are released they get 5 IC from "Heaven".

Austria

Austria is small, poor and underdeveloped. Furthermore it is seen as little more than a pawn by Italy and Germany, two of your neighbours. You need to plan each step wisely if you want to survive.


Walkthrough for 1936 Scenario

I have played several games with Austria, and each one has played out very similarly.

Modding Activity to Consider

You may (as I have done) consider modding the HoI2 files a little to give Austria more options later in the game. One thing you can do is to make Austria the "true owner" of Hungary, which means you will inherit all Hungarian units when you annex Hungary. It is also not a bad idea to make all provinces of the defunct Austro-Hungarian Empire "national" provinces. You should add at least two tech teams - a naval academy and a naval arsenal. I made them to appear in 1937, as by this time you will have access to water again.

You could also consider giving Austria some basic naval technologies and doctrines. They had a navy until 1918, so this is not ahistorical by any means.

War From the Beginning

As soon as the game starts, become more interventionist. Research better infantry, and whatever else you see fit.

Move all your troops to the east, and declare war on Hungary. You should be able to reach the Danube and occpy everything up to it easily.

At some point in this campaign, Italy will most likely declare war on you. Germany then usually declares war on Italy, since they guarantee your independance. This is your chance for Austrian world dominance - enter the Axis and try to assume full military control of Germany. This has always worked for me.

Turning the Tide in the Alps

Now, you govern tiny little Austria, but command the entire German Wehrmacht. This means that for your frustrated field commanders in Hungary and your panicking civilians in western Austria (who are probably being overrun by the Italians) a dream has come true - a real army can save Austria.

Move the entire German army into Austria except for 8-10 divisions to guard the French border (this will be important later!). Split off maybe 6 German divisions and send them to Hungary to help cross the Danube and annex Hungary. The rest should enter the Alps, and begin the offensive into Italy.

Since the conquest of Italy begins from Austria, all of Italy will fall under Austrian control. The conquest of mainland Italy should not prove too difficult, as the Germans are enormously strong, and can be supported by the Austrian army and the German expeditionary force from Hungary if you run into difficulties.

Balkans

Once Italy is under your control, you need to build some sort of navy, especially transport ships . This is where modding the game comes in useful, as Austria otherwise has grave difficulties doing this. Well, you can get transports anyway.

The snag so far is that Italy is merely Austrian-controlled, it is not part of your territory and you can't deploy any ships there. So you need a port, and quickly. Array your combined Austro-German army around Yugoslavia and attack. Leave enough troops as a garrison on the Franco-Italian border in case the Allies declare war on you. This can happen.

Annexing Yugoslavia should not take long, or be difficult. Greece and Turkey (or other Balkan states) may declare war on you, if they do, onwards with your conquest of the Balkans.

The Austrian Navy

Sooner or later, your first transports and destroyers will be ready, and for the first time in twenty years an Austrian ship will sail to sea! Use the navy to invade Crete, Libya, and if necessary also Ethiopia, to annex Greece and Italy.

By now it should be early 1937 or so, and Austria rules the Balkans and has access to numerous naval bases in the Mediterranean.

The Great War

You should keep checking whether the Germans are building new units (they are, obviously!). They will invariably deploy them in Berlin. Send them to the French border (north and south of the Alps). It is only a matter of time now, before the Allies declare war.

When they do, it should be common sense to attack south of the Alps, so France becomes Austrian territory as well. This fight will be incredibly hard. You may suffer some setbacks in the beginning, but persevere and all will be well.

After that, you can try attacking Czechoslovakia, Bulgaria and Romania, although once again some modding will be useful unless you want to see the entire "Sudetenland" in German hands after a bloody war in which primarily Austrian blood was spillt.

Beyond This

Now everything is up to you. You have a powerful European base from which to launch further campaigns of your own, or with which to support the Germans (especially against the Soviet Union, even more so if you happen to be in control of Turkey).

An option to consider is releasing Ethiopia, Somalia and Libya as independant states, as they can raise hell in Africa and provide at least some research or units. The colonies as they are are merely sand, when they are released they get 5 IC from "Heaven".

Axis

The Axis is one of the three major alliances in HoI. The Axis is led by Germany and generally built amongst right-wing authoritarian governments.

Members

Battleship

Template:ARMA v1.2 The Battleship is the Queen of the Sea. It is a massive floating gun platform, designed primarily to engage enemy capital ships at long range and send them to the bottom of the ocean. However, they are now vulnerable to air or submarine torpedo attacks, and the advent of the Aircraft Carrier has started to number their days.

Battleship Statistics

Model Year Air Attack Air Def. Sea Attack Sub Attack Sea Def Shore Bombard Distance Visi-
bility
Surface Detect Sub Detect Air Detect Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Range
Great War Battleship 1936 1 1 14 0 12 6 0.32 90 1 1 1 7.0 730 1.0 15 0.70 1.00 2500
Early Battleship 1936 1 1 16 0 14 8 0.34 90 1 2 1 8.0 730 1.0 20 0.70 1.00 2800
Basic Battleship 1936 2 2 18 0 16 10 0.34 90 1 2 1 9.0 730 1.0 20 0.80 1.00 3000
Improved Battleship 1936 3 4 21 0 19 11 0.36 90 1 2 2 10.0 730 2.0 25 0.80 1.00 3500
Advanced Battleship 1941 4 6 24 0 22 12 0.38 90 1 2 2 12.0 730 2.0 27 0.90 1.00 4000
Semi-Modern Battleship 1945 5 8 26 1 24 14 0.38 90 1 2 2 14.0 740 2.0 28 1.00 1.00 4000
Super-Heavy Battleship 1938 3 5 28 0 27 14 0.38 95 1 2 2 16.0 760 2.0 24 1.00 1.50 3500
Nuclear Battleship 1945 6 9 28 1 26 14 0.38 90 1 3 2 16.0 790 2.0 30 2.50 0.00 8000
Adv Super-Heavy Battleship 1945 4 6 38 0 32 18 0.40 95 1 2 2 16.0 760 2.0 24 1.20 1.50 4500
Modern Battleship 1948 6 9 28 1 26 14 0.38 90 1 3 2 15.0 760 2.0 30 1.00 1.00 4500

Brigades allowed

Notes

Battlecruiser

Template:ARMA v1.2 Battlecruisers are very heavy cruisers that combine large main guns and good armor with reasonable speed and a good range. They are mainly used against enemy shipping lanes, able to outrun enemy battleships and able to outfight convoy escorts.

Battlecruiser Statistics

Model Year Air Attack Air Def. Sea Attack Sub Attack Sea Def Shore Bombard Distance Visi-
bility
Surface Detect Sub Detect Air Detect Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Range
Great War Battlecruiser 1936 1 1 12 0 8 5 0.30 80 1 2 1 6.0 615 1.0 18 0.40 0.80 2500
Early Battlecruiser 1936 1 2 14 0 9 6 0.31 80 1 2 1 7.0 615 1.0 21 0.50 0.80 2700
Basic Battlecruiser 1936 1 3 16 0 10 7 0.32 80 1 2 1 8.0 615 1.0 23 0.50 0.80 3000
Improved Battlecruiser 1938 3 3 17 0 12 8 0.34 80 1 2 1 9.0 615 1.0 26 0.60 0.80 3500
Advanced Battlecruiser 1941 4 4 18 0 14 9 0.36 80 1 2 1 10.0 630 2.0 28 0.70 0.80 4000
Semi-Modern Battlecruiser 1945 5 5 20 1 16 10 0.36 80 1 3 1 12.0 630 2.0 30 0.80 0.80 4000
Nuclear Battlecruiser 1945 6 6 22 1 18 10 0.36 80 1 4 2 14.0 640 2.0 30 2.00 0.00 8000
Modern Battlecruiser 1948 6 6 22 1 18 10 0.36 80 1 4 2 14.0 640 2.0 30 0.80 0.80 4000

Brigades allowed

Notes

Balkan CF

Template:ARMA v1.2

A Balkan CF is when a series of war declarations by minor powers in the Balkan areas causes the war to go non-historical. These war declarations are caused a web of independence guarantees in that area.

How to avoid this:

Base Strike

Base Strike

Base Strike is the longest and most powerful of the three tech trees. It focuses on winning naval battles with the help of Carriers. It offers the best CV and DD positioning by far, and the best CV strike efficiency. It also has a convoy raiding bonus (although weaker than SLI), and the convoy escort + ASW bonus (although slightly weaker than FIB). The tree ends in 1947 (or 1952 of you consider the semi unrelated amphibious bonus). It will always have the best CV and DD positioning bonus. CVs are the key to naval victory, and therefore this doctrine tree is the key to naval supremacy.

Note that even though Carriers receive snow, rain and misc bonuses, this will not make them effective in bad weather. They are still sitting ducks when it's snowing.

Battle mechanics and formulas

Evaluation of battle

The description how battle is evaluated step by step (NOTE: not finished)

if the attack_sum = Attack_1+Attack_2... > Defence_1 than D1 gets 2*attack_sum - defence_1 hits else (i.e attack_sum < Defence_1 ) D1 gets just attack_sum of hits

Probability of events

Softness

Battle winning ability

In the approximation that attack affect just morale, the battle value of soldiers could be evaluated as:

attack affects the rate in which unit will lower the organisation of enemy organisation determines the time the unit can withstand a given attack (time under constant attack deceasing its ORG)

more info: The Paradox Art of War


External links

Battlecruiser

Template:ARMA v1.2 Battlecruisers are very heavy cruisers that combine large main guns and good armor with reasonable speed and a good range. They are mainly used against enemy shipping lanes, able to outrun enemy battleships and able to outfight convoy escorts.

Battlecruiser Statistics

Model Year Air Attack Air Def. Sea Attack Sub Attack Sea Def Shore Bombard Distance Visi-
bility
Surface Detect Sub Detect Air Detect Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Range
Great War Battlecruiser 1936 1 1 12 0 8 5 0.30 80 1 2 1 6.0 615 1.0 18 0.40 0.80 2500
Early Battlecruiser 1936 1 2 14 0 9 6 0.31 80 1 2 1 7.0 615 1.0 21 0.50 0.80 2700
Basic Battlecruiser 1936 1 3 16 0 10 7 0.32 80 1 2 1 8.0 615 1.0 23 0.50 0.80 3000
Improved Battlecruiser 1938 3 3 17 0 12 8 0.34 80 1 2 1 9.0 615 1.0 26 0.60 0.80 3500
Advanced Battlecruiser 1941 4 4 18 0 14 9 0.36 80 1 2 1 10.0 630 2.0 28 0.70 0.80 4000
Semi-Modern Battlecruiser 1945 5 5 20 1 16 10 0.36 80 1 3 1 12.0 630 2.0 30 0.80 0.80 4000
Nuclear Battlecruiser 1945 6 6 22 1 18 10 0.36 80 1 4 2 14.0 640 2.0 30 2.00 0.00 8000
Modern Battlecruiser 1948 6 6 22 1 18 10 0.36 80 1 4 2 14.0 640 2.0 30 0.80 0.80 4000

Brigades allowed

Notes

Battleship

Template:ARMA v1.2 The Battleship is the Queen of the Sea. It is a massive floating gun platform, designed primarily to engage enemy capital ships at long range and send them to the bottom of the ocean. However, they are now vulnerable to air or submarine torpedo attacks, and the advent of the Aircraft Carrier has started to number their days.

Battleship Statistics

Model Year Air Attack Air Def. Sea Attack Sub Attack Sea Def Shore Bombard Distance Visi-
bility
Surface Detect Sub Detect Air Detect Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Range
Great War Battleship 1936 1 1 14 0 12 6 0.32 90 1 1 1 7.0 730 1.0 15 0.70 1.00 2500
Early Battleship 1936 1 1 16 0 14 8 0.34 90 1 2 1 8.0 730 1.0 20 0.70 1.00 2800
Basic Battleship 1936 2 2 18 0 16 10 0.34 90 1 2 1 9.0 730 1.0 20 0.80 1.00 3000
Improved Battleship 1936 3 4 21 0 19 11 0.36 90 1 2 2 10.0 730 2.0 25 0.80 1.00 3500
Advanced Battleship 1941 4 6 24 0 22 12 0.38 90 1 2 2 12.0 730 2.0 27 0.90 1.00 4000
Semi-Modern Battleship 1945 5 8 26 1 24 14 0.38 90 1 2 2 14.0 740 2.0 28 1.00 1.00 4000
Super-Heavy Battleship 1938 3 5 28 0 27 14 0.38 95 1 2 2 16.0 760 2.0 24 1.00 1.50 3500
Nuclear Battleship 1945 6 9 28 1 26 14 0.38 90 1 3 2 16.0 790 2.0 30 2.50 0.00 8000
Adv Super-Heavy Battleship 1945 4 6 38 0 32 18 0.40 95 1 2 2 16.0 760 2.0 24 1.20 1.50 4500
Modern Battleship 1948 6 9 28 1 26 14 0.38 90 1 3 2 15.0 760 2.0 30 1.00 1.00 4500

Brigades allowed

Notes

Bauxite Production per country 1936-1948 (Al content of ore)

Source: BR Mitchell.

Numbers are 1000s of metric tons, note the US production spike

1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948
Australia 1 7 2 3 4 5 3 3 3 3 4 5 6
Brazil 0 0 0 0 6 13 30 69 15 20 4 7 15
France 650 691 684 709 489 587 640 946 666 258 449 680 804
Ghana 0 0 0 0 0 2 49 107 109 149 116 97 142
Guyana 213 367 455 478 614 1112 1178 1973 928 680 1134 1381 1996
Hungary 329 533 540 496 558 781 889 998 ? 44 101 340 446
India 4 15 15 9 8 13 19 25 12 14 17 19 21
Indonesia 134 199 245 231 275 172 298 650 275 164 ? 25 438
Malaya 0 19 56 94 64 52 ? ? ? ? ? ? ?
Surinam 235 392 377 512 614 1116 1230 1694 762 747 1020 1742 1983
USA 386 432 316 381 446 952 2644 6333 2869 997 1122 1221 1480
Yugoslavia 292 354 406 319 283 ? ? ? ? ? 71 88 144
Aluminium production in the USSR.
1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948
Soviet Union ? ? ? ? 257+ 280+ 670 707+ 830+ 830+ ? ? ?

All data below is compiled from a lot of online and offline sources. Some numbers are approximations and are denoted as such. Note the numbers provided are not for bauxite, but for pure aluminium and for alumina. Bauxite amount can be calculated using coefficients 3 for alumina and 6 for aluminium. All numbers are in thousands of metric tons.

Beginner's guide to army management

Template:Anthology

Beginner's guide to army management

Overview

Don't panic! HoI2 is a complex game but it follows quite simple rules which can be learned in quite a short time. That being said, even veterans will eventually find something they didn't know about yet, which makes HoI2 such a great game! This guide has been written for HoI2 Doomsday: Armageddon version 1.3(beta) but it should in essence be valid for all game versions. Where obvious changes have occurred, there will be a short note referring to what has changed.

If you feel something has been left out, feel free to edit this page and add it (if you know the game).

Unit organization

When examining your troops, you will notice that your army consists of a number of divisions which are organized into "groups" (which will be called formations from here). Each formation has a leader , is located in one province and can perform one mission .

Setting up formations

In HoI2 each formation acts as a monolithic structure in that it shares the same leader and will perform each mission as a single unit. Since "movement" is also considered a mission, the entire formation will move at the speed of the slowest division in it. That means that you should not mix totally different unit types (like tanks and foot infantry) within the same formation.

As a general rule of thumb, each formation should consist of divisions of the same type, like all foot infantry or all mountaineers. Some brigades (artillery, anti-tank, anti-aircraft, heavy armor, super-heavy armor) will slow your units down by a large percentage and should not be used in formations which also include faster units. On the other hand, engineer brigade increase the maximum movement speed of (most) divisions, but will only result in a real speed increase if all of the "slowest" divisions in the same formation are equipped with them.

Splitting, merging and moving divisions between formations

If you have a lot of small formations in the same province, it can be easier to just merge them and then reorganize that large formation into several smaller ones than going through all the existing formations individually. To merge two or more formations which are located in the same province, select them and then click the merge button in the unit info panel.

If you want to select only some of the formations located in a province, first select them all (by holding down the left mouse button and then moving the mouse diagonally, thus drawing a selection box; when you release the mouse button, all formations within the selection box will be selected). Then hold down the SHIFT key and left-click all formations you don't want to have selected. Those will be removed from the selection.

In order to throw unwanted divisions out of your formation, just select the formation and then click the reorganize button in the unit info panel. This will create a new formation which you can then assign all the unwanted divisions from your original formation by clicking the "+" and "-" buttons in the window popping up.

Now if you want to move divisions between two formations which already exist, just select both formations at once and click the reorganize button. This will bring up the same window as above but won't create a new formation, instead using the two existing ones.

Deploying troops from the redeployment pool

When you have finished the production of a new unit, bought one via diplomacy or messed up with strategic redeployment, those divisions will be placed in the redeployment pool (the right-most button at the top left screen). Since it is bad for your transport capacity to leave them there, you should deploy them as soon as feasible on the map.

If you click a division in the redeployment pool, a list of all reachable formations will appear at the left side of the screen and the map will show valid deployment locations in green. Units can only be deployed to provinces in the same "theatre", for the lack of a better word. Since the exact logics of the theatre definition are too complicated to be explained in a beginner's guide, a general rule of thumb will have to do: All owned (not merely controlled) provinces which can trace a direct land connection to your capital are valid deployment locations.

If you chose a formation on the list and confirm the selection via the button at the bottom of that list, the division will be added to the specified formation. Beware of command limits, though (see leader section below)! Should you instead click on one of the provinces shown in green, a new formation will be created in the specified province and the division will be added as that formation's first division. Thus it is sometimes a good idea to deploy the first of a row of new units directly on the map (creating a new formation) and then adding the subsequent units to that formation using the formation list at the left side.

Advice on formation setup

Most players go with formations of three divisions for the bulk of their army, while keeping specialist unit types (garrisons, paratroopers, maybe even marines, mountaineers and armored divisions) in small formations of just one division. This has two major advantages:

Since there is a bonus for mixing hard and soft units within one formation, and since only motorized infantry operate at a similar speed as the armored divisions do, it is a common practise to set up combined arms formations of 1 Arm and 2 Mot or vice versa.

Commando units (mountaineers, paratroopers and marines) are used differently than infantry or tanks, so they should be kept in separate formations for each type, preferably commanded by a commando trait leader.

Headquarters (HQ) play an important role in command limits on attack, so it's important to have some near the active front lines. You can either keep them in small (single division) formations behind the front or you can create large "armies" by adding several other divisions to the HQ. The latter method has the advantage that the HQ's leader (who should always be a general or field marshal) can be used in the combat directly without fearing to leave the HQ exposed, which is especially useful for the major countries which have several highly-skilled top-rank leaders. In order to recognize those important assets quickly (and for them to be pleasant to the eye) it is a common method to set up "armies" of 1 HQ and 5 Infantry divisions (or even 1 HQ, 2 armored and 2 motorized divisions as fast combined arms armies). When using only six divisions, all of them are shown at the same time in the formation info section at the left side of the screen (no ugly scrollbar), plus it fits nicely into the "dividable by three"-scheme which is important for avoiding command limit penalties (see section about leaders below).

Naming your units

When having a lot of formations, it can be confusing to have them called "XIV. Armeekorps" or something similar. In order to rename a formation (or division, or ship, or air wing), just select it and then left-click on its name in the unit info panel on the left side. A cursor will appear and you can type a new name. Be warned, though, using characters like "-" or "+" won't work as those are keys which have a hardcoded meaning for the game (like zooming the map).

It is recommended to use names which allow you to recognize the units quickly, for example "Panzergruppe Rommel" for an armored formation led by Rommel or "Inf (AT) / Hodges" for a formation consisting of Infantry with anti-tank-brigades led by Hodges. Since garrisons cannot move or attack, they should always be deployed in separate formations named something like "GAR / [province name]" or even just "GAR", so you can de-select them easily when issuing orders to multiple formations at once.

Choosing brigades

In HoI2 and its expansions, a brigade is an optional attachment to a regular division (or air wing, or ship) which offers an additional boost in some unit stats. It is common knowledge that - strictly mathematically spoken - it is always more efficient to invest in more divisions instead of brigades for existing divisions. This is because of the game's combat system, which essentially operates at the formula "total org * total attack value = combat power". A standard division adds about 50 org and 10+ attack, while no mix of brigades (at that very same cost) can compete with that.

Yet, it can be beneficial to boost some of your divisions with brigades in certain circumstances:

A few notes on popular "newbie"-mistakes regarding brigades:

For further information, see the brigade strategy guide .

Leader management

Leader command limits

The most devastating newbie-mistake (yet very common on the forums) is to not understand leader management. If you look at the tooltips in combat, you will notice that attacker and defender use a certain percentage rating which is applied on their raw stats. Ingenious commanders can give a bonus of 10% if they are commanding units according to their personal specialities, and envelopment manoeuvers can invoke another bonus of 10% upwards. Now I tell you that units over the command limit of their leader will receive a penalty of -75% on that very same percentage, plus they lose the positive effects of the commander. Maybe you will now realize that understanding command limits is quite important - I'd even call it essential - to waging war successfully.

Ranks and command limits

Each leader has a rank which determines his (or her, in rare cases) command capacity, i.e. the number of divisions he (or she) can command directly without penalties. The ranks and their capacities can be seen in game by reading the mouse-over-tooltip of the leader picture:

You must always respect those command limits, or else all divisions in that formation will lose the leader's bonuses plus the divisions above the leader's command limit will additionally suffer from the OCL (over command limit) penalty of -75%.

Note that you can promote leaders at will. They will increase in rank by one level, while they will lose one skill point plus all experience they have accumulated. To do this, click on the leader picture and then click the button promote . By turning on auto-promotion, some of your leaders will be promoted without the skill/experience loss when the algorithm finds that you have too few leaders of sufficient rank for the number of divisions you possess.

Command capacity in attacks

When on the defence, it is sufficient to have all of your formations led by leaders of the appropriate rank. When on the offence, however, there is another concept concerning leadership which you need to understand.

Imagine you have 24 infantry divisions ready to attack. Those divisions are organized neatly into 8 formations consisting of three divisions each. If all of them were located in the same province and ordered to attack the same enemy province, you would get a huge penalty on at least half of your divisions (provided there was no HQ nearby)!!! Did you know that? The reason for that is simple in concept yet difficult to see in the game: For each battle, all divisions attacking from the same province are considered to be led by the highest ranking commander in that province (who is participating in that combat). That commander, however, still has the standard command capacity explained above. So the highest possible rank is the Field Marshal, but even he has a command capacity of 12 which would be vastly exceeded by the 24 divisions in our example. A more thorough discussion on that subject can be found in the article about command penalty , which is also highlighting the usefulness of HQ divisions in regard to this issue, which will be explained in the paragraph below.

This is where three important lessons are to be learned:

Use of headquarters

The headquarter unit itself is useless, apart from the later models' high speed and its near invulnerability in ground combat. As soon as it is being assigned to a General or Field Marshal, however, that very same headquarter will instantly become a battlefield magician! It miraculously doubles the command limit of all adjacent leaders on the offense! In the example given in the paragraph above, a single HQ division nearby led by a General or Field Marshal would have increased the command limit of the Field Marshal (who is commanding the entire stack of the province) to 24, enough to lead all of the infantry divisions without penalty. Assuming that you were also attacking from two other provinces (all of them also adjacent to the HQ) with the same number of divisions and all featuring a field marshal to lead the stacks, you would now be able to field a staggering 72 divisions against the enemy without invoking any penalties. Isn't that great?

See HQ units in action for a picture-rich illustration of the usage of HQ.

Choosing the right traits

The wiki page on leader traits will provide a detailed overview over the exact benefits of all the different specialities your leaders can feature. Here you will be given a short, neat rule of thumb as a starting point:

As long as you're at peace, your units will not need to fight and thus it is a good idea to assign them leaders with the logistics wizard trait. This will reduce their supply and oil consumption and will thus free some industrial capacity for more pressing matters (like building more industrial capacity, or more supply and oil hungry troops).

When the time for war approaches, you should assign leaders who match both the unit type and the intended role of the formations, as each "match" will yield a 10% bonus in combat. In general, leaders with offensive doctrine or defensive doctrine are always good to have, while old guard traits will only provide a penalty (slower experience gain for the leader) and is thus considered useless (if not harmful).

Much more important, however, is the unit type speciality: Mountaineers, marines and paratroopers a considered elite units and will thus need special leadership which can only be provided by leaders with the commando trait. Those leaders, however, will provide a penalty to each unit which is no elite unit under their command, that's why you should always keep them separate from your standard infantry.

Hard units, which are only light armored, armored, and mechanized divisions , will require leaders with the panzer leader trait in order to get a bonus. Panzer leaders will however not penalize non-hard units, which is why the combined arms corps mentioned a few paragraphs above are very effective.

Finally, when you think you'll fight in cold weather, a winter specialist is also great to have. The fortress buster and engineer traits have only very limited uses and should thus be considered a bonus to other traits instead of being valuable assets themselves.

Missions

Although this guide is not meant to be a combat guide, a few hints at mission assignment shall be given nonetheless, as knowing about those concepts is very important for a proper setup of your forces.

While you will probably know that there are the movement and attack missions which will transport your divisions to another provinces (either friendly or not), there is also the all important support attack order (and a few more). You will come to love that one in particular, as it allows you to multiply the number of troops involved in battles without risking to create a gap in your defensive lines.

Support Attack

Formations ordered to support the attack into one specific province will automatically join any battle of friendly troops against enemy forces in that said province. They will participate just like the original attacker, but when the battle is won, they will simply stay where they are, thus not creating a gap in your defenses. This has the huge advantage of allowing many more troops to break the defenders than the number of units actually advancing towards the enemy. You can thus open additional vectors of attack without moving your troops, which will in turn provide a penalty to the defender for being enveloped.

There are two disadvantages, however: First, your supporting units will have to wait the 24 hours before they can receive new orders (although support attack missions can be ordered anyway at any time), plus they will lose the dug in bonus, if they had any. Also, Since they took part in a battle, it is possible that they have suffered org or even strength damage. Still, since support attack allows you to bring a huge number of troops into battle, you will shorten the duration of the battle and thus the damage received a lot by it. Use it as often as you can!

Synchronize Arrival

In order to prevent your formations from arriving peacemeal at their destination, being torn apart by the viciously counter-attacking enemy, always synchronize the arrival of your forces if you can! Select all troops you want to arrive at the same time (by using the method described in Splitting, merging and moving divisions between formations ), hold CTRL and right-click the enemy province. Then check the synchronize arrival checkbox. Be warned though that this checkbox prevents the choice of the starting time of the attack, so it can only be used directly prior to the assault.

Support Defence / Reserves

Support Defence is an order given to a unit which will allow it to support the defence of a named directly connecting province. When a neighbouring province is attacked, or under attack, the unit performing the support defence mission will immediately move at triple speed to the attacked province, often arriving just in time to prevent the battle being lost.

Reserves is a similar command but applies to any adjacent province but the speed boost is only doubled.

Anti-Partisan Duty

All units that are in a province will naturally suppress partisans to their suppression statistic. Units specifically marked as being on Anti-Partisan Duty do so at double effectiveness. Additionally, they will also engage partisans who happen to spring up in a neighbouring province and (if they are capable of movement) will after defeating them, move into that province to recapture it, before moving back again.

Strategic Redeployment

Other concepts

Now that your army is prepared for war, you should learn how to use your assets in order to win battles, and how to use battles in order to win the war. For that, have a look at the following guides and reference articles:

Belgium

Historical introduction

In 1936, the Kingdom of Belgium still controlled a part of Central-Africa roughly the size of Western Europe packed with natural wealth and cheap labor. Furthermore, the area's around Liège and Charleroi made Belgium into an industrial powerhouse, at least when one considers we're talking about a small nation. All in all, Belgium had quite a lot of influence in those days.

Translation into HOI

Belgium is slightly underpowered in HOI 2, as it's 30 ic don't actually reflect the industrial grandeur of the pre- WW2 era. However, we see some kind of compensation for what concerns the tech teams, which are quite strong. As with other colonies, the makers of the game have also taken some liberty as to the makeup of the Congo - awkward manpower and resource distribution and such.

A warning for the handyman - modding and this guide

This guide was written without using any mods, or without doing some tweaks by myself (think upping the manpower production for some provinces, adjusting some sliders, ...). Aslo, no free-slider mod was installed (so you'll actually have to make policy decisions). If you modded the files, you'll might want to use other tactics, obviously.


Strengths and Weaknesses

Strengths

1. Strong teach teams

You have few teach teams with a skill lower than five. As such, you average team skill is higher than that of nations like France and the Soviet Union. You also have a large number of teams, all with skills matching closely to the technologies you'll be needing (Belgium is especially strong in industrial technologies, and the "Union Minière"-team could even land you an A-bomb, given a spare slot). As a matter of fact, you have a decent tech team for almost any technology. You can literally go anywhere qua technology; your limitations will be in other fields.

2. A (relatively) high industrial capacity

You start with 30 base ic. That's not a bad deal for a minor power, you know: most have to make do with 20. If you weren't positioned in between France and Germany, you could have even called yourself an upper-minor power. And 30 is only ten away from the magical 40 - and a third research slot (which will pay dividends, as you are heavy on technology thanks to your strong teams).

3. A solid resource base

You have an incredibly wealthy colony to exploit, full of rare materials for the trading - minors seldom have that advantage (only Belgium and Holland, actually). It also means you can expand the industrial base without having to fear for shortages or trade away hard-earned supplies.

4. A large army to start with

Well, it's true: you start with a decent amount of (outdated) infantry divisions. But, as you're caught in between France and Germany, not to mention the combo democracy - dove - isolationist, you won't have any fun with them.

Weaknesses

1. Low manpower

This problem is typical for minor-powers, and especially hard on those which have a good ic base: you don't have the manpower to spend all that ic. This is a problem you can't really fix, as no national provinces can be added to the Kingdom. However, it also means you can afford to disband some "vanilla" units to create more exotic ones, like mechanized infantry. As such, your nation can make the jump to a small but high-tech army a-historically fast.

2. Awkward positioning

Tough luck - you're in between Germany and France. And because of the Maginot-line, the only way for those powers to meet in a land war is by going through your country. This means you'll have to pick sides, because you'll end up in the war sooner rather than later: the deadline usually is the first of may 1940 - that's when Germany invades. This also means, also taking into account how peace loving, democratic and isolationist you actually are, you won't be able to go out on any serious conquests. This will be a defensive game.

3. Policy

Democratic, Isolationist and Dove. Those aren't the best of slider settings. And since you won't be getting a lot of scripted events, these are not prone to change. You might, of course, get lucky and land some policy events, but those are random and usually come at a hight dissent cost. On the upside, you're only one step away from a totally Free Market, and you're not too Draft-prone either


Walkthroughs from 1936 onward

If you play Belgium, you can of course go a number of ways, and choices early on will determine where you'll end up. So heed this warning: play straight. You can't afford to change strategy half-way. Pick an objective, clearly defined, and don't stray. You can't afford to wait and see how things play out - remember the 1940 deadline.

The bastion of democracy

The first guide will detail a game wherein Belgium holds it ground in Europe, thus keeping France from falling, and in effect stopping the German war-machine before it even starts rolling.

Slow ride - 1936 through 1938

At first, you won't be doing a lot of fun things - I suggest getting a book to read through the waiting periods.

The first thing you do, is optimize your cabinet - put Hendrik De Man on armament and Philip van Isacker on Security. The added ic will compensate for the dissent. Next, optimize you leaders of the army: make 'm all Logistics Wizards. This will cut your supply consumption, allowing you to squeeze out extra ic for production.Use your policy point for this year to slide towards free market. Put about 15 ic on production (it should about work out). Now, start building factories - you'll want to produce 10 of them to gain a new research slot. For research, focus on industry first, infantry and land doctrine second.

As time progresses, you'll want to save and load a lot, avoiding things like 'major worker strike', a-historical events or negative policy slides because of foreign influence. It's gamey, but it's needed.

Hints: in 1939, you'll receive a new land-doctrine tech team. Hold of any 1938 research in that area until that time. Research the Advanced Construction Engineering before mid 1938 to speed up the fortress building later on.

Fortress Belgium

If you played it out well, you should have ten extra base ic by mid 1938. Now use all your newfound ic to build 10 land forts in Ghent, Antwerp, Liège (already has two) and Arlon. They will be completed one month befor the German invasion, if you are able to funnel enough ic into it. Also, put some of your extra ic into new infantry units. Spread out your armies over the before mentioned provinces.

What now?

If all the forts, and the infantry is in place, you'll be able to stop the German advance into Belgium and France. You'll lose Holland, though. From here on, a lot will depend on what the others do. France will be able to hold the line, but don't expect them to do a breakout. The UK is usually not too happy to donate troops for the land war in Europe, so you'll have to wait for a counter offensive until the US joins in on the fun.

As their armies will be tied down in Western Europe, the Germans will usually not attempt Barbarossa. The Russians, however, often attack Germany around 1942 if Barbarossa doesn't occur, so that'll be a major distraction for Germany - basically, It means Germany gets crushed between you, France and the Soviet Union. If you play the counter offensive carefully, you'll be able to grab a decent portion of Germany, along with France and the Soviet Union. You'll probably end up with a base ic of around 60 (you'll probably build some factories yourself too, as you don't have enough manpower to seriously expand your army as you wait behind your forts).

So this way, at the start of the Cold War, you'll have made the Kingdom of Belgium a medium player in Europe. It's not exactly the world, but...

What happens after that, however, is up to Stalin. If he tries anything, you can always withdraw behind your forts again.

Spare IC

As you might have noticed, Belgium (if not occupied after 1940) usually has a lot of ic and no manpower to spend it on. You can invest this in either more ic (why not a fourth research slot?), or in expensive military hardware with a low manpower demand: planes, a fleet, tanks, ... But these are more of a fancy luxury than actually useful, as you'll spend most your time behind concrete walls. If you're really desperate, go ahead and build a nuclear reactor - Union Minière is capable of doing about half of all research in that area with ease.

A fascist henchman

Coming soon!

Dietsland

This one is pretty straightforward: invade, occupy and annex the Netherlands. It goes without say you could just as well turn this around and make Holland annex Belgium (the former was more likely after WWI though, so I'll be describing that scenario). Either one would be equally historically possible.

Policies

You can't invade another country if you're a democracy. You'll have to put as much effort as possible in going dictatorship, preferably right-leaning. This will be hard without some lucky policy-events, but it can be done without them. Just make a move towards "authoritarian" with every slider-point you get. If you get events, choose those that make you more right-leaning and authoritarian. If you want to become a leftist dictatorship, you'd best wait 'till the first elections (put your starting slider-point in "free-market"), then vote "left" and start moving "authoritarian" from there. The sooner you become a dictatorship, the better. Time is of the essence.

Production

You of course have to keep a decent army if you want to defeat the Dutch, but don't waste too much ic on it: Holland has an awfully puny army, even for a minor. Their focus is on a strong navy, but their land army (and research teams that go with it) is simply awful. If you just upgrade your starting units, you'll be well upon your way to winning the war for the Low Countries. Also, resist the temptation of building a navy; you'll be relying on others for that.

Building ic is somehow what optional here, as you'll get those extra 10 ic for the third teach-team slot from conquest. Note that you'll still be needing between three and five homemade ic, though. And don't put them in the Congo if you go Axis.

Whether you'll be building forts, is a matter of who you'll be siding with. If you go Allies, this'll be mandatory. However, chances are you won't manage building enough forts in time: you have a war to think about, remember? Also, you'll have to beat Holland before the Germans invade Poland, as you'll be in the Allies while conquering Holland. This means you'll have less time to build up your defenses (as you shouldn't count on France beating Germany as it is occupied with Poland). See the "Gameplay" section for this.

Gameplay

You'll be doing some creative diplomacy here, which shouldn't be a problem: for a minor power, you're relatively good at generating wealth (especially when taking into account you'll be working down a lot of dissent from your policy-events and DoW).

First of, become a dictatorship and build some transports. Once that is done, invade and occupy the Dutch mainland. This won't be too hard, their ground army is weak. The only possible problem is the Germans defending Holland, so make sure you're close with them: influence Germany until the relation is 200+. do the same with the Allies too.

After that, you'll notice you won't be able to annex Holland yet; they have some oversea colonies. To get them, you'll have to join the Allies (which will work even if you are a dictatorship). As soon as you join the Allies, load some of your troops in the transports and sail off to the enemy colonies (Indonesia etc.). Your newfound Allies will probably grab some land too, but the oversea areas aren't your primary concern (if you go Axis, you'll even lose them). The Allis will also deal with any Dutch fleets; now how nice is that? After grabbing all their land, simply annex them.

Now, you leave the alliance. Just like that! This, you'll do either because you want more time to build up defenses in Europe, or because you'll be joining the Axis. This is why you'll want to wrap up the dutch before 1939. If you go Allies, follow the "Bastion of Democracy" from here (but with a bigger empire) - but do remember you might not be able to do this because of having to little time/ic to build up your defenses, not to mention a longer border with Germany.

If you play Axis, you join Germany just before they invade you (so the Germans will rush through your country to France, in stead of the French going towards Germany and crushing you on the way). Now, you might try to grab northern France (historically a part of Belgium's forerunners in the medieval times), making your European base larger. However, you will lose Congo and the Dutch colonies (Japan might take Indonesia back if it turns Axis, but that's a different story), so you'll have terrible resource shortages (just like all other Axis players). From here, you'll play an Axis support game, probably spending most your time getting annihilated by the Soviets. Or maybe not; Belgium should be a powerful ally for Germany at this point (thirty fully upgraded divisions, possibly some armor and aircraft, great research team, ...; stronger than the typical Central and Eastern European Axis at any length) and might just tip the balance in Germany's favor.

Le Congo

This isn't so much a guide as it is a simple suggestion, since there really isn't much to tell about this one. In short, the aim here would be to transfer you base of operations from Western-Europe to the Congo.

Policies

You're free to go as you please for what concerns policy and ministers, although you will get the optimum effect when following the "Bastion of Democracy" road. Also, it goes without say that you should avoid siding with the Axis since you'd be surrounded by enemies, cut-off from Europe and usually outnumbered. Of course, if you're a tactical genius, you could always try to conquer the whole of Africa with 20 divisions. Are you feeling lucky? I'd advise against it, though, as the infrastructure is simply to low for any fancy tricks; the side who has the most divisions usually wins in this slow, grinding war of attrition.

Production

Depending on what side you'll be going for, you'll need to focus entirely on moving you industrial base to the Congo (building factories, and possibly infrastructure) or balance factory-building with keeping up a decent army (if you're going Axis).

If you decide to play along with the Allies, disband all of your units when you start. They only eat away your supplies (and thus ic), and they will automatically be destroyed as soon as the "Belgian Capitulation" event triggers. Any army you'll be using after 1940 will be one you built from the ground, in the Congo. Also note that keeping your units alive to stall the German advance in Europe is not a good idea, since that means you'll have fewer manpower to use on your new army. The goal for ic in Congo should be about 20, never less (as you'll lose a research slot). What you'll be building after the capitulation (playing an Allies-support game in Africa) is entirely up to you. Keep in mind that you'll be short on research slots and ic, though.

If you go Axis, ship all your units to Africa, then build ic there. You'll be building a bit less ic in Africa because your units will need supplies, which take up ic you'd otherwise use for building more ic. If you're wondering why you'd want ic in Africa (if you go Axis, you get to keep your provinces in Europe), it's because you'll need to provide your troops there with supplies. As the Allies usually control the seas, any supplies will have to be produced locally. Also keep in mind that any resources to keep the factories running will have to come from Africa as well (this might mean you'll be making a push for the energy-rich south Africa early in the war).

Gameplay

Boring as hell if you go Allies: you'll play a support role in Africa, and you wont be reaping any serious rewards. Not much to say here, really.

If you play Axis, you'll be in for an impossible assignment. Literally impossible. Your pain strategic objectives will be getting a hold of South Africa's energy to the south, and linking up with the Italians to the north. The main problems for this are a lack of infrastructure, which rules out any swift victory, and the arrival of the British. Remember, you lack serious manpower; you'll have 30 devisions tops. This is simply not enough to guard the coasts, make a push south, defend the border to the north and defeat the British Empire and all of it's minions. One positive aspect, though: France usually isn't that big a problem, as they get their ass handed to them by Germany (and thus focus their attention on Europe, as opposed to the British). The only way this can succeed is if it is coordinated with a strong Germany that controls the seas and keeps Britain occupied by executing operation Sea Lion. Feeling lucky?

Belgium

Historical introduction

In 1936, the Kingdom of Belgium still controlled a part of Central-Africa roughly the size of Western Europe packed with natural wealth and cheap labor. Furthermore, the area's around Liège and Charleroi made Belgium into an industrial powerhouse, at least when one considers we're talking about a small nation. All in all, Belgium had quite a lot of influence in those days.

Translation into HOI

Belgium is slightly underpowered in HOI 2, as it's 30 ic don't actually reflect the industrial grandeur of the pre- WW2 era. However, we see some kind of compensation for what concerns the tech teams, which are quite strong. As with other colonies, the makers of the game have also taken some liberty as to the makeup of the Congo - awkward manpower and resource distribution and such.

A warning for the handyman - modding and this guide

This guide was written without using any mods, or without doing some tweaks by myself (think upping the manpower production for some provinces, adjusting some sliders, ...). Aslo, no free-slider mod was installed (so you'll actually have to make policy decisions). If you modded the files, you'll might want to use other tactics, obviously.


Strengths and Weaknesses

Strengths

1. Strong teach teams

You have few teach teams with a skill lower than five. As such, you average team skill is higher than that of nations like France and the Soviet Union. You also have a large number of teams, all with skills matching closely to the technologies you'll be needing (Belgium is especially strong in industrial technologies, and the "Union Minière"-team could even land you an A-bomb, given a spare slot). As a matter of fact, you have a decent tech team for almost any technology. You can literally go anywhere qua technology; your limitations will be in other fields.

2. A (relatively) high industrial capacity

You start with 30 base ic. That's not a bad deal for a minor power, you know: most have to make do with 20. If you weren't positioned in between France and Germany, you could have even called yourself an upper-minor power. And 30 is only ten away from the magical 40 - and a third research slot (which will pay dividends, as you are heavy on technology thanks to your strong teams).

3. A solid resource base

You have an incredibly wealthy colony to exploit, full of rare materials for the trading - minors seldom have that advantage (only Belgium and Holland, actually). It also means you can expand the industrial base without having to fear for shortages or trade away hard-earned supplies.

4. A large army to start with

Well, it's true: you start with a decent amount of (outdated) infantry divisions. But, as you're caught in between France and Germany, not to mention the combo democracy - dove - isolationist, you won't have any fun with them.

Weaknesses

1. Low manpower

This problem is typical for minor-powers, and especially hard on those which have a good ic base: you don't have the manpower to spend all that ic. This is a problem you can't really fix, as no national provinces can be added to the Kingdom. However, it also means you can afford to disband some "vanilla" units to create more exotic ones, like mechanized infantry. As such, your nation can make the jump to a small but high-tech army a-historically fast.

2. Awkward positioning

Tough luck - you're in between Germany and France. And because of the Maginot-line, the only way for those powers to meet in a land war is by going through your country. This means you'll have to pick sides, because you'll end up in the war sooner rather than later: the deadline usually is the first of may 1940 - that's when Germany invades. This also means, also taking into account how peace loving, democratic and isolationist you actually are, you won't be able to go out on any serious conquests. This will be a defensive game.

3. Policy

Democratic, Isolationist and Dove. Those aren't the best of slider settings. And since you won't be getting a lot of scripted events, these are not prone to change. You might, of course, get lucky and land some policy events, but those are random and usually come at a hight dissent cost. On the upside, you're only one step away from a totally Free Market, and you're not too Draft-prone either


Walkthroughs from 1936 onward

If you play Belgium, you can of course go a number of ways, and choices early on will determine where you'll end up. So heed this warning: play straight. You can't afford to change strategy half-way. Pick an objective, clearly defined, and don't stray. You can't afford to wait and see how things play out - remember the 1940 deadline.

The bastion of democracy

The first guide will detail a game wherein Belgium holds it ground in Europe, thus keeping France from falling, and in effect stopping the German war-machine before it even starts rolling.

Slow ride - 1936 through 1938

At first, you won't be doing a lot of fun things - I suggest getting a book to read through the waiting periods.

The first thing you do, is optimize your cabinet - put Hendrik De Man on armament and Philip van Isacker on Security. The added ic will compensate for the dissent. Next, optimize you leaders of the army: make 'm all Logistics Wizards. This will cut your supply consumption, allowing you to squeeze out extra ic for production.Use your policy point for this year to slide towards free market. Put about 15 ic on production (it should about work out). Now, start building factories - you'll want to produce 10 of them to gain a new research slot. For research, focus on industry first, infantry and land doctrine second.

As time progresses, you'll want to save and load a lot, avoiding things like 'major worker strike', a-historical events or negative policy slides because of foreign influence. It's gamey, but it's needed.

Hints: in 1939, you'll receive a new land-doctrine tech team. Hold of any 1938 research in that area until that time. Research the Advanced Construction Engineering before mid 1938 to speed up the fortress building later on.

Fortress Belgium

If you played it out well, you should have ten extra base ic by mid 1938. Now use all your newfound ic to build 10 land forts in Ghent, Antwerp, Liège (already has two) and Arlon. They will be completed one month befor the German invasion, if you are able to funnel enough ic into it. Also, put some of your extra ic into new infantry units. Spread out your armies over the before mentioned provinces.

What now?

If all the forts, and the infantry is in place, you'll be able to stop the German advance into Belgium and France. You'll lose Holland, though. From here on, a lot will depend on what the others do. France will be able to hold the line, but don't expect them to do a breakout. The UK is usually not too happy to donate troops for the land war in Europe, so you'll have to wait for a counter offensive until the US joins in on the fun.

As their armies will be tied down in Western Europe, the Germans will usually not attempt Barbarossa. The Russians, however, often attack Germany around 1942 if Barbarossa doesn't occur, so that'll be a major distraction for Germany - basically, It means Germany gets crushed between you, France and the Soviet Union. If you play the counter offensive carefully, you'll be able to grab a decent portion of Germany, along with France and the Soviet Union. You'll probably end up with a base ic of around 60 (you'll probably build some factories yourself too, as you don't have enough manpower to seriously expand your army as you wait behind your forts).

So this way, at the start of the Cold War, you'll have made the Kingdom of Belgium a medium player in Europe. It's not exactly the world, but...

What happens after that, however, is up to Stalin. If he tries anything, you can always withdraw behind your forts again.

Spare IC

As you might have noticed, Belgium (if not occupied after 1940) usually has a lot of ic and no manpower to spend it on. You can invest this in either more ic (why not a fourth research slot?), or in expensive military hardware with a low manpower demand: planes, a fleet, tanks, ... But these are more of a fancy luxury than actually useful, as you'll spend most your time behind concrete walls. If you're really desperate, go ahead and build a nuclear reactor - Union Minière is capable of doing about half of all research in that area with ease.

A fascist henchman

Coming soon!

Dietsland

This one is pretty straightforward: invade, occupy and annex the Netherlands. It goes without say you could just as well turn this around and make Holland annex Belgium (the former was more likely after WWI though, so I'll be describing that scenario). Either one would be equally historically possible.

Policies

You can't invade another country if you're a democracy. You'll have to put as much effort as possible in going dictatorship, preferably right-leaning. This will be hard without some lucky policy-events, but it can be done without them. Just make a move towards "authoritarian" with every slider-point you get. If you get events, choose those that make you more right-leaning and authoritarian. If you want to become a leftist dictatorship, you'd best wait 'till the first elections (put your starting slider-point in "free-market"), then vote "left" and start moving "authoritarian" from there. The sooner you become a dictatorship, the better. Time is of the essence.

Production

You of course have to keep a decent army if you want to defeat the Dutch, but don't waste too much ic on it: Holland has an awfully puny army, even for a minor. Their focus is on a strong navy, but their land army (and research teams that go with it) is simply awful. If you just upgrade your starting units, you'll be well upon your way to winning the war for the Low Countries. Also, resist the temptation of building a navy; you'll be relying on others for that.

Building ic is somehow what optional here, as you'll get those extra 10 ic for the third teach-team slot from conquest. Note that you'll still be needing between three and five homemade ic, though. And don't put them in the Congo if you go Axis.

Whether you'll be building forts, is a matter of who you'll be siding with. If you go Allies, this'll be mandatory. However, chances are you won't manage building enough forts in time: you have a war to think about, remember? Also, you'll have to beat Holland before the Germans invade Poland, as you'll be in the Allies while conquering Holland. This means you'll have less time to build up your defenses (as you shouldn't count on France beating Germany as it is occupied with Poland). See the "Gameplay" section for this.

Gameplay

You'll be doing some creative diplomacy here, which shouldn't be a problem: for a minor power, you're relatively good at generating wealth (especially when taking into account you'll be working down a lot of dissent from your policy-events and DoW).

First of, become a dictatorship and build some transports. Once that is done, invade and occupy the Dutch mainland. This won't be too hard, their ground army is weak. The only possible problem is the Germans defending Holland, so make sure you're close with them: influence Germany until the relation is 200+. do the same with the Allies too.

After that, you'll notice you won't be able to annex Holland yet; they have some oversea colonies. To get them, you'll have to join the Allies (which will work even if you are a dictatorship). As soon as you join the Allies, load some of your troops in the transports and sail off to the enemy colonies (Indonesia etc.). Your newfound Allies will probably grab some land too, but the oversea areas aren't your primary concern (if you go Axis, you'll even lose them). The Allis will also deal with any Dutch fleets; now how nice is that? After grabbing all their land, simply annex them.

Now, you leave the alliance. Just like that! This, you'll do either because you want more time to build up defenses in Europe, or because you'll be joining the Axis. This is why you'll want to wrap up the dutch before 1939. If you go Allies, follow the "Bastion of Democracy" from here (but with a bigger empire) - but do remember you might not be able to do this because of having to little time/ic to build up your defenses, not to mention a longer border with Germany.

If you play Axis, you join Germany just before they invade you (so the Germans will rush through your country to France, in stead of the French going towards Germany and crushing you on the way). Now, you might try to grab northern France (historically a part of Belgium's forerunners in the medieval times), making your European base larger. However, you will lose Congo and the Dutch colonies (Japan might take Indonesia back if it turns Axis, but that's a different story), so you'll have terrible resource shortages (just like all other Axis players). From here, you'll play an Axis support game, probably spending most your time getting annihilated by the Soviets. Or maybe not; Belgium should be a powerful ally for Germany at this point (thirty fully upgraded divisions, possibly some armor and aircraft, great research team, ...; stronger than the typical Central and Eastern European Axis at any length) and might just tip the balance in Germany's favor.

Le Congo

This isn't so much a guide as it is a simple suggestion, since there really isn't much to tell about this one. In short, the aim here would be to transfer you base of operations from Western-Europe to the Congo.

Policies

You're free to go as you please for what concerns policy and ministers, although you will get the optimum effect when following the "Bastion of Democracy" road. Also, it goes without say that you should avoid siding with the Axis since you'd be surrounded by enemies, cut-off from Europe and usually outnumbered. Of course, if you're a tactical genius, you could always try to conquer the whole of Africa with 20 divisions. Are you feeling lucky? I'd advise against it, though, as the infrastructure is simply to low for any fancy tricks; the side who has the most divisions usually wins in this slow, grinding war of attrition.

Production

Depending on what side you'll be going for, you'll need to focus entirely on moving you industrial base to the Congo (building factories, and possibly infrastructure) or balance factory-building with keeping up a decent army (if you're going Axis).

If you decide to play along with the Allies, disband all of your units when you start. They only eat away your supplies (and thus ic), and they will automatically be destroyed as soon as the "Belgian Capitulation" event triggers. Any army you'll be using after 1940 will be one you built from the ground, in the Congo. Also note that keeping your units alive to stall the German advance in Europe is not a good idea, since that means you'll have fewer manpower to use on your new army. The goal for ic in Congo should be about 20, never less (as you'll lose a research slot). What you'll be building after the capitulation (playing an Allies-support game in Africa) is entirely up to you. Keep in mind that you'll be short on research slots and ic, though.

If you go Axis, ship all your units to Africa, then build ic there. You'll be building a bit less ic in Africa because your units will need supplies, which take up ic you'd otherwise use for building more ic. If you're wondering why you'd want ic in Africa (if you go Axis, you get to keep your provinces in Europe), it's because you'll need to provide your troops there with supplies. As the Allies usually control the seas, any supplies will have to be produced locally. Also keep in mind that any resources to keep the factories running will have to come from Africa as well (this might mean you'll be making a push for the energy-rich south Africa early in the war).

Gameplay

Boring as hell if you go Allies: you'll play a support role in Africa, and you wont be reaping any serious rewards. Not much to say here, really.

If you play Axis, you'll be in for an impossible assignment. Literally impossible. Your pain strategic objectives will be getting a hold of South Africa's energy to the south, and linking up with the Italians to the north. The main problems for this are a lack of infrastructure, which rules out any swift victory, and the arrival of the British. Remember, you lack serious manpower; you'll have 30 devisions tops. This is simply not enough to guard the coasts, make a push south, defend the border to the north and defeat the British Empire and all of it's minions. One positive aspect, though: France usually isn't that big a problem, as they get their ass handed to them by Germany (and thus focus their attention on Europe, as opposed to the British). The only way this can succeed is if it is coordinated with a strong Germany that controls the seas and keeps Britain occupied by executing operation Sea Lion. Feeling lucky?

Bhutan

Overview

For a micro power, Bhutan is as good as any. An outdated army, not much IC or resources, little room to expand. But being a puppet of the UK has its perks, and there are some options to go for if you're looking to expand.

Technology

One research slot, one tech team. Even worse, it's terrible at industrial techs and not exactly top notch at infantry either. However it does do land doctrines well (as well as you can expect from a skill level 1 team, at least), and if you plan to stick with the UK (or ally with Japan later on) then it's best to go for Grand Battle Plan. You start with no industrial or doctrine techs at all, and great war equipment for your troops.

Diplomacy

Bhutan starts as a puppet to the UK, and thus is a part of the allies. Interesting options later on include going with Japan (if you want to grab parts of India) or even try to get something going with the USSR. Being a paternal autocrat could help if you want to ally with Germany, but they won't be sending you any help and it generally is a terrible idea. Overall, you won't be having the kind of money to turn bad relations good, so sticking with the UK is a good, albeit boring, plan.

Economy

You start with 5 IC, and a surplus of energy and metal barely worth mentioning. If you want to trade, you'll have to use the little money gained from being locked into a high consumer goods production or use IC to make supplies.

Intelligence

You might have a little extra cash, but nowhere near the amount you need to get useful results out of spying. Get your blueprints from the UK instead.

Armed forces

You start with two 1918 infantry divisions, and with a manpower growth of 6.4 per year there's not much you can do about that. After a couple years of IC and manpower techs you'll be able to field an army of a few infantry divisions and some milita. A navy and an air force is pretty much out of the question. You don't have any coast, no air field, and not the means to produce anything capable of hurting anyone. World conquest material, it ain't.

Strategy

Build up, go for Tibet (which is as weak as you, but without any allies) and prepare to fight the Japs, or wait for the Japanese to make a push for India, ally with them and start grabbing provinces. There's plenty of resources to the south, and IC to the west and east. Annexing Nepal is a must, and the manpower in Lucknow would certainly be welcome. All in all, a successful alliance with Japan could triple your IC, manpower and resources.

Bhutan

Overview

For a micro power, Bhutan is as good as any. An outdated army, not much IC or resources, little room to expand. But being a puppet of the UK has its perks, and there are some options to go for if you're looking to expand.

Technology

One research slot, one tech team. Even worse, it's terrible at industrial techs and not exactly top notch at infantry either. However it does do land doctrines well (as well as you can expect from a skill level 1 team, at least), and if you plan to stick with the UK (or ally with Japan later on) then it's best to go for Grand Battle Plan. You start with no industrial or doctrine techs at all, and great war equipment for your troops.

Diplomacy

Bhutan starts as a puppet to the UK, and thus is a part of the allies. Interesting options later on include going with Japan (if you want to grab parts of India) or even try to get something going with the USSR. Being a paternal autocrat could help if you want to ally with Germany, but they won't be sending you any help and it generally is a terrible idea. Overall, you won't be having the kind of money to turn bad relations good, so sticking with the UK is a good, albeit boring, plan.

Economy

You start with 5 IC, and a surplus of energy and metal barely worth mentioning. If you want to trade, you'll have to use the little money gained from being locked into a high consumer goods production or use IC to make supplies.

Intelligence

You might have a little extra cash, but nowhere near the amount you need to get useful results out of spying. Get your blueprints from the UK instead.

Armed forces

You start with two 1918 infantry divisions, and with a manpower growth of 6.4 per year there's not much you can do about that. After a couple years of IC and manpower techs you'll be able to field an army of a few infantry divisions and some milita. A navy and an air force is pretty much out of the question. You don't have any coast, no air field, and not the means to produce anything capable of hurting anyone. World conquest material, it ain't.

Strategy

Build up, go for Tibet (which is as weak as you, but without any allies) and prepare to fight the Japs, or wait for the Japanese to make a push for India, ally with them and start grabbing provinces. There's plenty of resources to the south, and IC to the west and east. Annexing Nepal is a must, and the manpower in Lucknow would certainly be welcome. All in all, a successful alliance with Japan could triple your IC, manpower and resources.

Bismarck class

The Bismarck Class battleships are a class of German Kreigsmarine surface ship, known as the largest, most powerful and most heavily armoured capital ships ever created in Europe. Historically, they were approximately 50,000 tonnes and had a top speed of 30 knots. In comparison, the next closest class German battleships were the Scharnhorst at approximately 31,000 tonnes and top speed 31 knots.

Blueprints

Blueprints reduce the time taken to research a technology by half.


For more information on blueprints and research, read the article on research .

Brazil


Brazil

This guide is about how Brazil can become a leading role in HoI.

Tip: Try also the Argentina strategy infos, some things are same with Argentina.

Focus

In early game (1936) you have to go fast on expansion. Concentrate mainly on all Infantry Types. Conquer South America as fast as it can be done (with no war coming from USA). USA has guarantees to all american continent countries! So, this is one (maybe the only?) tricky part.

Key Data / Timeline

Key Facts at a glance:

...i have to prove some dates etc. - don't believe everything but you can take it as benchmark.

Startup

First: Kill your fleet (except the transporters). Produce 3 Militias (the should be ready by Feb.15). Check your research (industry & research).

Try do this as fast and without timeloss as you can. Conquer Uruguay before the 10th of Febr. - for some reasons USA will less likely break the non aggression pact with you. Next is Paraguay , wait for the additional forces(3 militias) on Febr. 14/15 let them join your smaller army, choose a leader with engineering because of river (Valgas Neves) and attack Paraquay, maybe you have to attack a second time (snow, frozen, river...). When finished with building militias immediately build a naval base in the top north region (Macapá) (we'll get to it later).

I tried these two 'Blitzkrieg' several times, and if you're fast enough and a little bit lucky, you still have the non aggression pact with USA.

(since this actions are in the very beginning fast to play, you maybe want to try this several times too ....to get the perfect timing ;))

The road to war (1936-1938)

About the 15th of March '36 you should have annexed the both countries - watch out the techtree, you should now have an additional Techslot. I chose Rear Area Supply Dumps next, that gives you the Engineers addon, witch you really need most - because of this big 'rivercontinent'.

Split your army in Paraguay, you'll need it for 'anti partisan' order. Now build 1 Mountain Inf & 1 normal Inf for the next target! The next target on your list is Venezuela, this is a big advantage compared to Argentina, if you have Venezuela you control the oilmarket ;) you need these resources and the additional IC for Techslot #4 and Trade!!! In the beginning mainly with USA.

Conquering Venezuela is easy with the preparations done: End of July/Beginning of August the Naval Base in the north is ready, before that, split your army in Montevideo(Uruguay) just leave the militia for 'anti partisan'. Put everything else in your transportships and rebase to Macapá. Join your forces with the 2 units, its possible to have 2 armies with 3 divisions this time. Put your transporters to the sea square between the 2 key regions - land your troops (Barquisimeto), take the regions, annex. Again split, and 'anti-partisan'.

Now it's about end of 1936 and you did a great job. USA now for sure canceled the NAP - time to build up your regions, advance your research and increase your standings with USA. Build Industry! By the end of 1937, latest Febr. 38 you should have 80 IC = 4 Techslots!

Until this point perfect handling of resources and supply/production sliders is necessary, don't make it automatic, watch your self over it - remember - right click on a slider to fix the position for easier use. Also it's essential to handle all the partisans - to reduce all malus. you should have enough manpower and ressources to build about 4 garrisons with MP thats normally enough to handle the 3 annexed countries.

Don't build to much now! Update some Infrastructure, and build factories, but look forward to get as much money as you can until the end of 1938 - you have to use this for influencing and trading. Trade manually! Make some little presents to instantly increase the relations, you have enough resources. With your growing masses of res you'll get a role like soviets! Especially the oil-increase is never-ending! Trade for money!

Now you're feeling good right now, everything is flourishing... ok, some workers are striking... but you don't sense that really do you?

You want more... !

Brazil as a Major Player (1939-1942)

The next Targets are: Bolivia and Argentina.

Bolivia:

Early '39 advance from Asunción to Sucre to La Paz (No need to stress, let your army Reorg. in Sucre (you should have some HQ's now by the way). Annex Bolivia, don't librate, because you'll lose Asunción else - because of claims.

Position your Garrison MP and Circle your troups around North Argentina.

Argentina:

If you want to stress things up, you can try to take Argentina late '39, i waited until spring '40 (because of some minor mistakes). Best way to get the key regions is from 3 sides. North (there is your 'old' elite army), and from sea and Montevideo. To do that - i have built 3 more armies (mot. inf!, and some cheaper). Get ready with your Transport @ Mar del Plata, and directly from Montevideo - as back up& support -> river! marines come in handy with a engi leader and engi upgrade - you rock! But you maybe don't really need that, however - building these units is never wrong for later game. Attack! with your' superiour research and 2 or 3 HQ's you will totally own Argentina (maybe it's harder if you try it late '39. in '40 it was very simple).

WOW, you'll say - what's that! - i'fe got about 100 IC Points now??? 5 Techslots and NEVER-ENDING RESOURCES! I'm really a major player now right?.

Yes, and no. You have anything a major player had 4 years ago but you have no tank, no planes, no ships - but a hell of a infantry! You should rest again, just one year - reduce your dissidents - upgrade your army, build maybe some factories more.


Late 1941 run for Peru , if you have enough good Mountain Inf. you can also get Ecuador right after it . It's now early 1942 the world is in a great war, USA will declare war to Germany. You have a dangerous high belligerence, maybe you should think about liberating Peru and Ecuador to decrease it.

You can risk taking Columbia . However you should now really think about defending your big continent (except Chile, yes you don't want them, besides, they love you ;), best west coast defense btw. ). Try to build some Fortresspoints with broad access to shores and much connections eg.: Maracaibo, Boa Vista, Goias, Rosario, San Carlos de Bariloche. Put fast Armies there with about 5 Divisions, the more the better - time is short, manpower will be enough, res you have plenty! Usually you don't have to fear the west side - concentrate on the east shores.

EDIT:

Whenever you're think you're ready let the great war begin...

Brazil in the Great War (~1942-?)

If you did it until here. Relax. You can fight now ALL non-Allied Forces. Take everything in Amerika, (except Canada & USA, other allied islands)

If you accomplished that you probably have a higher beligerence than germany... i ended up about 180...

Don't be silly and try to attack Allies or Germany - you'll have no chance winning here... - except USA & Germany had a good fight in europe... pitty me, usa stayed @ home. so all of their armies are @ home.

You have a tiny little techno. advantage... but that's nothing if you fight with an army of 40 division against 80+ ;)

...however...

There are more Regions out there waiting for you - like Portugal - most of the time they have no alliance. Or Vichy France... and so on. I stopped the game about 1948 - because Germany had an big advantage - and you had no chance to do anything about it.

This fast game in the beginning is a bad end later in the game - because of your high beligerence no one wants to ally with you. and fighting alone against soviets, germans and allies... no thanks.

Fazit

Maybe it's better to relax in the beginning, just taking Venezuela (because of the oil), and then try to get into an alliance, after that follow the path of conquering south & middle america. Use the Fortress strategy with the positions described above, this works very well.

Research

Infantry, Land Doctrine, Industry - nothing else.

Politics & Events

You have several events where you can switch from radical-left to democratic right, so you don't need to advance here.

USA is influencing a lot, so check the us politics for what you don't like and advance that.

in the beginning: hawk & intervention are your best choices (like most of the campaigns).

Brazil


Brazil

This guide is about how Brazil can become a leading role in HoI.

Tip: Try also the Argentina strategy infos, some things are same with Argentina.

Focus

In early game (1936) you have to go fast on expansion. Concentrate mainly on all Infantry Types. Conquer South America as fast as it can be done (with no war coming from USA). USA has guarantees to all american continent countries! So, this is one (maybe the only?) tricky part.

Key Data / Timeline

Key Facts at a glance:

...i have to prove some dates etc. - don't believe everything but you can take it as benchmark.

Startup

First: Kill your fleet (except the transporters). Produce 3 Militias (the should be ready by Feb.15). Check your research (industry & research).

Try do this as fast and without timeloss as you can. Conquer Uruguay before the 10th of Febr. - for some reasons USA will less likely break the non aggression pact with you. Next is Paraguay , wait for the additional forces(3 militias) on Febr. 14/15 let them join your smaller army, choose a leader with engineering because of river (Valgas Neves) and attack Paraquay, maybe you have to attack a second time (snow, frozen, river...). When finished with building militias immediately build a naval base in the top north region (Macapá) (we'll get to it later).

I tried these two 'Blitzkrieg' several times, and if you're fast enough and a little bit lucky, you still have the non aggression pact with USA.

(since this actions are in the very beginning fast to play, you maybe want to try this several times too ....to get the perfect timing ;))

The road to war (1936-1938)

About the 15th of March '36 you should have annexed the both countries - watch out the techtree, you should now have an additional Techslot. I chose Rear Area Supply Dumps next, that gives you the Engineers addon, witch you really need most - because of this big 'rivercontinent'.

Split your army in Paraguay, you'll need it for 'anti partisan' order. Now build 1 Mountain Inf & 1 normal Inf for the next target! The next target on your list is Venezuela, this is a big advantage compared to Argentina, if you have Venezuela you control the oilmarket ;) you need these resources and the additional IC for Techslot #4 and Trade!!! In the beginning mainly with USA.

Conquering Venezuela is easy with the preparations done: End of July/Beginning of August the Naval Base in the north is ready, before that, split your army in Montevideo(Uruguay) just leave the militia for 'anti partisan'. Put everything else in your transportships and rebase to Macapá. Join your forces with the 2 units, its possible to have 2 armies with 3 divisions this time. Put your transporters to the sea square between the 2 key regions - land your troops (Barquisimeto), take the regions, annex. Again split, and 'anti-partisan'.

Now it's about end of 1936 and you did a great job. USA now for sure canceled the NAP - time to build up your regions, advance your research and increase your standings with USA. Build Industry! By the end of 1937, latest Febr. 38 you should have 80 IC = 4 Techslots!

Until this point perfect handling of resources and supply/production sliders is necessary, don't make it automatic, watch your self over it - remember - right click on a slider to fix the position for easier use. Also it's essential to handle all the partisans - to reduce all malus. you should have enough manpower and ressources to build about 4 garrisons with MP thats normally enough to handle the 3 annexed countries.

Don't build to much now! Update some Infrastructure, and build factories, but look forward to get as much money as you can until the end of 1938 - you have to use this for influencing and trading. Trade manually! Make some little presents to instantly increase the relations, you have enough resources. With your growing masses of res you'll get a role like soviets! Especially the oil-increase is never-ending! Trade for money!

Now you're feeling good right now, everything is flourishing... ok, some workers are striking... but you don't sense that really do you?

You want more... !

Brazil as a Major Player (1939-1942)

The next Targets are: Bolivia and Argentina.

Bolivia:

Early '39 advance from Asunción to Sucre to La Paz (No need to stress, let your army Reorg. in Sucre (you should have some HQ's now by the way). Annex Bolivia, don't librate, because you'll lose Asunción else - because of claims.

Position your Garrison MP and Circle your troups around North Argentina.

Argentina:

If you want to stress things up, you can try to take Argentina late '39, i waited until spring '40 (because of some minor mistakes). Best way to get the key regions is from 3 sides. North (there is your 'old' elite army), and from sea and Montevideo. To do that - i have built 3 more armies (mot. inf!, and some cheaper). Get ready with your Transport @ Mar del Plata, and directly from Montevideo - as back up& support -> river! marines come in handy with a engi leader and engi upgrade - you rock! But you maybe don't really need that, however - building these units is never wrong for later game. Attack! with your' superiour research and 2 or 3 HQ's you will totally own Argentina (maybe it's harder if you try it late '39. in '40 it was very simple).

WOW, you'll say - what's that! - i'fe got about 100 IC Points now??? 5 Techslots and NEVER-ENDING RESOURCES! I'm really a major player now right?.

Yes, and no. You have anything a major player had 4 years ago but you have no tank, no planes, no ships - but a hell of a infantry! You should rest again, just one year - reduce your dissidents - upgrade your army, build maybe some factories more.


Late 1941 run for Peru , if you have enough good Mountain Inf. you can also get Ecuador right after it . It's now early 1942 the world is in a great war, USA will declare war to Germany. You have a dangerous high belligerence, maybe you should think about liberating Peru and Ecuador to decrease it.

You can risk taking Columbia . However you should now really think about defending your big continent (except Chile, yes you don't want them, besides, they love you ;), best west coast defense btw. ). Try to build some Fortresspoints with broad access to shores and much connections eg.: Maracaibo, Boa Vista, Goias, Rosario, San Carlos de Bariloche. Put fast Armies there with about 5 Divisions, the more the better - time is short, manpower will be enough, res you have plenty! Usually you don't have to fear the west side - concentrate on the east shores.

EDIT:

Whenever you're think you're ready let the great war begin...

Brazil in the Great War (~1942-?)

If you did it until here. Relax. You can fight now ALL non-Allied Forces. Take everything in Amerika, (except Canada & USA, other allied islands)

If you accomplished that you probably have a higher beligerence than germany... i ended up about 180...

Don't be silly and try to attack Allies or Germany - you'll have no chance winning here... - except USA & Germany had a good fight in europe... pitty me, usa stayed @ home. so all of their armies are @ home.

You have a tiny little techno. advantage... but that's nothing if you fight with an army of 40 division against 80+ ;)

...however...

There are more Regions out there waiting for you - like Portugal - most of the time they have no alliance. Or Vichy France... and so on. I stopped the game about 1948 - because Germany had an big advantage - and you had no chance to do anything about it.

This fast game in the beginning is a bad end later in the game - because of your high beligerence no one wants to ally with you. and fighting alone against soviets, germans and allies... no thanks.

Fazit

Maybe it's better to relax in the beginning, just taking Venezuela (because of the oil), and then try to get into an alliance, after that follow the path of conquering south & middle america. Use the Fortress strategy with the positions described above, this works very well.

Research

Infantry, Land Doctrine, Industry - nothing else.

Politics & Events

You have several events where you can switch from radical-left to democratic right, so you don't need to advance here.

USA is influencing a lot, so check the us politics for what you don't like and advance that.

in the beginning: hawk & intervention are your best choices (like most of the campaigns).

Brigade Strategy Guide

Template:Anthology

Brigades are generally considered the biggest flaw of HoI2. There are a few Brigades that make sense to use, a few more that are slightly inefficient, and others that serve almost no useful purpose.

What is the problem with Brigades?

The general view is that Brigades are largely useless because:

Land Brigades

The general rule would be to brigade expensive land divisions such as armor and motor and mech because brigades are comparatively more cost effective than expensive divisions are while not brigading cheap units like infantry divisions. Use either SPA or AC brigade for your mobile formations; in a combined arms formation of armor and motor, the AC brigade on motor infantry divisions helps them to keep enough organization. Infantry + arty is good for defense but makes these divisions too slow for attacking through several provinces.

Useful Brigades

These brigades have some utility:

Late Brigades

These brigades are generally not worth the research time, come too late in game, but they are good units:

Worthless Brigades

These brigades are usually worthless in any context! That said, some players still enjoy using them for role playing reasons.

Further reading

Air Brigades

According mld0806: "Escort Fighters are ALWAYS a necessity, as you will have at least some TAC in your air force either way you go, and for these you need Escorts. STR are as much, if not more, in need of Escorts to truly do their worst against the enemy. The Escorts will draw fire, both from enemy aircraft and enemy AA emplacements. Escorts are much hardier against these forms of attack than your bombers are. And the longer you can stay over the target, the more time you have to do the damage you wish to do."

Naval Brigades

There are 6 new brigades for ships introduced in Armageddon. Depending on ship you can add a certain amount of brigades.

The 6 brigades/improvements are :

Brigade costs differ depending on if it is attached to a capital ship or a screen. For example:

Generally, the Fire Control brigade is considered the only worthwhile naval brigade.

Brigade List

Land Brigades

Naval Brigades

There are five types of Naval vehicles, they are listed below. Brigades can only be built for one type of naval vehicles.

Carrier Only Brigades

Note; Light Carriers (CVL's or also called CVE's) are a Capital Ship not a Carrier for Brigade purposes. You need not / cannot attach a CAG brigade to a CVL.

Capital Ship Only Brigades

Screen Ship Only Brigades

Submarine Only Brigades

Transport Only Brigades

Air Brigades

Building costs

These are the basic costs of all province improvements you can build. The Gearing Bonus does not apply to buildings.

This overview has been updated for version 1.1 .

Building type Cost Build time Manpower Size
Airbase.png Air Base 1 180 0 1
Aa.png Anti-Air 3 60 1 1
Cfort.png Coastal Fortifications 4 100 0 1
Factory.png Industrial Capacity 5 360 0 1
Cfort.png Infrastructure 1 360 0 0.1
Lfort.png Land Fortifications 5 120 0 1
Navalbase.png Naval Base 5 180 0 1
Nuclear.png Nuclear Reactor 50 180 0 1
Radar.png Radar Station 3 180 0 1
Rocket.png Rocket Test Site 40 180 0 1

This overview has been updated for HOI2:Doomsday version 1.3a .

Building type Cost Build time Manpower Size
Airbase.png Air Base 1 180 0 1
Aa.png Anti-Air 3 60 0.5 1
Cfort.png Coastal Fortifications 4 1000 0 1
Factory.png Industrial Capacity 5 360 1 1
Infra.png Infrastructure 1 360 0 0.1
Lfort.png Land Fortifications 5 1200 0 1
Navalbase.png Naval Base 5 180 0 1
Nuclear.png Nuclear Reactor 50 180 5 1
Radar.png Radar Station 2 180 0.5 1
Rocket.png Rocket Test Site 20 180 1 1

Bulgaria

Preamble

There are possibly many options for Bulgaria. Other than the historical way, you can always try to seize Yugoslavia alone (in mid ´40 after the last GoI expired) and you always have the chance to take Romania. There is an event that make it likely that Hungary joins the war. The Romanian surrender event gives Bulgaria some new cores, so it sounds like a very nice way to go. But I decided for another course of action: as an (unhistorical early) loyal Axis member. It´s another possibility to be successful as you will see. All information based on an Armageddon 1.2 game.

Starting Position

Advantages:

Disadvantages:

In the Beginning

Set up some trades so you don´t run low on any resources. Trade some oil, you don´t get any and a small stockpile could be helpful later. And trade some money. Do it with Switzerland, so you get +50 relations, you will need their money once you are at war. Before that you can easily trade with US, but that´s not your best trading partner.

Use the money to influence Germany and join Axis.

Don´t upgrade anything, just set up two runs of factories. With the industry increasing, due to new factories and due to new techs, you can build a third run of factories. Make it a short one. My three runs finished in May ´39, October ´39 and April ´40.

Research the usual industry techs (oh yeah, that takes time!), Land Doctrines, and the ´39 infantry. With German blueprints the mountaineers are a nice thing to have.

First: Greece

The war begins, and you still have only a small, outdated 1918 army? It does not matter at the moment, as nobody can reach your territory, but that will change. Better be the one who changes it :). In Mid ´39 you should start one run of 39 infantry and have upgrades running. That means you can only have two runs of factories and it should soon be only one so you can upgrade faster and replace the losses that will come. If you have upgraded, one run of new infantry and the last factory under construction you may find some IC to build a run of ´39 mountaineers. I attached engineers, as I wanted to skip artillery research and as they add some speed at this early model.

Now, the tricky part: You want Greece. You want it, before Italians might find it a good idea that they want it. In ´40 you can demand some territory with a great 50% chance, so do it! Now be quick, move most of your army to Edessa and DoW as soon as possible. Seize Larissa and cut of some Greek troops in Salonika. Make sure you destroy them before Greek troops coming from Athens force you to retreat. After you destroyed a few armies there and took Salonika you should have a few more divisions in the west. Take Larissa again, and move most of your army there. Support attacks from Edessa against Ioannina from there. Don´t take Ioannina, just force the enemy to retreat. The AI will move troops north instead of attacking you in Larissa. When Athens is empty enough, attack it and move most troops there. It does not matter, if you will be cut off, as it´s their last VP, so it´s only important you really get it. Annex Greece.

As the UK likes to land at empty beaches you don´t want to have empty beaches. But you have neither IC nor manpower to defend them adequately, so use cheap militias instead. You can´t afford more.

Second: Yugoslavia

In mid ´40 I found out, I had no idea, what to do with my IC. After Greece was Bulgarian, I had ~30 base IC and not enough manpower for more than the militias and the one infantry series run. So I decided to go air and started to research the Fighter-II with German blueprints, and the aircraft assembly line. As I still had much IC and I did not want to build any more factories I started to build an HQ mid ´40. My infantry army was poor 20 divisions strong, three mountaineers were all I could be proud of.

At the end of ´40, Italy, Romania and Hungary had joined Axis. France was conquered.

In early ´41, when my army was in position after I manned all beaches with militias, Bulgaria decided to take out Yugoslavia. Bulgarian troops -attacking from Sofia- seized Pristina, so that enemy troops were cut of south of it. The mountaineers+eng did what they could best in winter: Blitz from Vraca over Nis to Belgrade. With support from Hungary and Romania that was very easy and so the 9 IC - capital and all the resources there were seized by Bulgarians. When my troops from the south arrived further north Axis troops had already seized most of the country, so Bulgaria could annex it.

It was February ´41 and so all Bulgarian troops, except the beach defending militias, moved to the Romanian/SU border. All in all the 20 infantry divisions, one HQ (ready in March ´41), and the three mountaineers. At that moment, after the HQ was ready, Bulgaria had lot´s of spare IC that produced supplies then, as the fighter-II model was not yet ready.

Third: Decide the war against the Soviet Union

With this small 24 units army I made sure the German southern flank did a good job. Do what you can but don´t engage larger groups of the Red Army alone, you will loose too much manpower most times. Support all the time when you can. March east. Use your fast mountaineers to secure the Caucasus before it can be reinforced, try some minor encirclements. I would like to give more tips, but Barbarossa is so differently every game that most information would be plain useless.

If, after a long time, the front reaches the Ural, try a spearhead towards Sverdlovsk and wait for bitter peace. Be happy :).

Next steps

You did it, you helped your ally to win against the Red Army. Main goal achieved. And now? You can use your fighters against the Allied troops in the Mediterranean Sea or over the channel. You can research and build CAS and start to bomb ships and convoys. You can take out Turkey and go for the middle east. You can continue to help the Germans in Persia/India. You can do whatever you want with your shiny little >40 IC Bulgaria :)


Bulgaria strategy starting 1944 year:

First Steps

The starting date is very difficult for this country, Germany is on the ropes and the Soviet Union and USA are very strong. You start as an ally of Germany, but to survive and make Bulgaria an empire we have 8 months to change that.

In the meantime you have all this months to group all your forces around Instanbul, concentrate all you have in army build, forget about research at this part of the game. When you have 11 armies front of Instanbul, annul the "Non-aggression pact" but DON'T ATTACK YET ! Set the attack, just the day after Berlin is down, that way u can ask the almost dead Germany for some "help" and u gonna receive 4-5 armies, which are at this momment in Greece. Now attack Turkey and take Instanbul, Bursa and Izmit, but DON'T go further. Now u have around 1 year to make peace with Turkey, yeah i know it's stupid, but gonna explain it. 1. United Kingdom will attack u if u dont make a peace with Turkey. 2. If u continue your conquest further, Syria will send forces to stop u. 3. Newly formed Greece country will try to attack u, while busy. ... so conquer those provinces and use your diplomatic skills to make a peace.

Germany is down

U remember i told u make peace with Soviet Union and USA ? Now they wont annihialate u, and the "dead" Germany will leave u some nice ships (in my case 60 ships) + some armies at the Balkans. If u haven't made peace with Turkey be sure to put them near Cyprus and guard there. - U can try to get atleast one of the provinces of Iugoslavia, this will result it ownt be formed after the war and territories will stay for USA.

Crysis comes

Yes, your resources are very low u have many problems, u cant repair, u don't have money, u are almost broke.But don't worry we have a plan ! All set to reinforcements and move as fast as possible and attack Greece(need Turkey peace first). Greece has only 3-4 armies after the Second War and NO FRIENDS. I started to conquer and soon got a perfect piece offer, getting 3 provinces. So how to resolve the crysis: 1. Make good relations with Canada and start buying iron. 2. Sell supply to Soviet Union 3. Buy oil from Persia 4. Sell oil for energy with Greece

Peace with Turkey/Greece but still wars

1. Don't forget: - Japan is "allive" and AXIS still exist - Still in war with Syria, no matter the peace with Turkey - United Kingdom still in war with u, but doesn't attack for now, because of your peace with USA - If u have done all how it must be, u know should have 40+ battle ships, 45+ armies and some territory expansion.

Time to become empire

Do u remember that u didn't had oil and at the same time u were in war with Syria. Tacticts to conquer Syria. 1. United Kingdom doesn't gave me peace and they were pain in the head all the time. 2. Move "your" fleet and block the entrance to Syria, cause UK will try to help them.(Smart AI) 3. You are very poor to produce a transport ships and u'll have to wait a decade for them, so it's time to convince Turkey we love them: 3.1.1 Since your last attack they have 10-12 armies ! 3.1.2 The have relation with u -120-159(before the war it was -59) 3.1.3 They want their provinces back, so lets give them something and use diplomatic skill at the max again... 3.2.1 They have 10-12 armies, but u have ~20 at their border and ~20 in your other provinces. 3.2.2 But still if u attack u can win, but then Syria will finish u 3.2.3 That's why it's good we bought the oil from Persia - the enemy of Syria who will help u.

4. Conquer Turkey, they are weak, will offer u peace. 5. Ignore f*cking UK, all the time they will make u problems, but nothing serious 6. Use Persia to help u against Syria. 7. Make good relations with France so Lebanon doesn't join the war 8. Make good relations with Nationalist Spain, they may be in big help during hte later expansion.

Bulgaria

Preamble

There are possibly many options for Bulgaria. Other than the historical way, you can always try to seize Yugoslavia alone (in mid ´40 after the last GoI expired) and you always have the chance to take Romania. There is an event that make it likely that Hungary joins the war. The Romanian surrender event gives Bulgaria some new cores, so it sounds like a very nice way to go. But I decided for another course of action: as an (unhistorical early) loyal Axis member. It´s another possibility to be successful as you will see. All information based on an Armageddon 1.2 game.

Starting Position

Advantages:

Disadvantages:

In the Beginning

Set up some trades so you don´t run low on any resources. Trade some oil, you don´t get any and a small stockpile could be helpful later. And trade some money. Do it with Switzerland, so you get +50 relations, you will need their money once you are at war. Before that you can easily trade with US, but that´s not your best trading partner.

Use the money to influence Germany and join Axis.

Don´t upgrade anything, just set up two runs of factories. With the industry increasing, due to new factories and due to new techs, you can build a third run of factories. Make it a short one. My three runs finished in May ´39, October ´39 and April ´40.

Research the usual industry techs (oh yeah, that takes time!), Land Doctrines, and the ´39 infantry. With German blueprints the mountaineers are a nice thing to have.

First: Greece

The war begins, and you still have only a small, outdated 1918 army? It does not matter at the moment, as nobody can reach your territory, but that will change. Better be the one who changes it :). In Mid ´39 you should start one run of 39 infantry and have upgrades running. That means you can only have two runs of factories and it should soon be only one so you can upgrade faster and replace the losses that will come. If you have upgraded, one run of new infantry and the last factory under construction you may find some IC to build a run of ´39 mountaineers. I attached engineers, as I wanted to skip artillery research and as they add some speed at this early model.

Now, the tricky part: You want Greece. You want it, before Italians might find it a good idea that they want it. In ´40 you can demand some territory with a great 50% chance, so do it! Now be quick, move most of your army to Edessa and DoW as soon as possible. Seize Larissa and cut of some Greek troops in Salonika. Make sure you destroy them before Greek troops coming from Athens force you to retreat. After you destroyed a few armies there and took Salonika you should have a few more divisions in the west. Take Larissa again, and move most of your army there. Support attacks from Edessa against Ioannina from there. Don´t take Ioannina, just force the enemy to retreat. The AI will move troops north instead of attacking you in Larissa. When Athens is empty enough, attack it and move most troops there. It does not matter, if you will be cut off, as it´s their last VP, so it´s only important you really get it. Annex Greece.

As the UK likes to land at empty beaches you don´t want to have empty beaches. But you have neither IC nor manpower to defend them adequately, so use cheap militias instead. You can´t afford more.

Second: Yugoslavia

In mid ´40 I found out, I had no idea, what to do with my IC. After Greece was Bulgarian, I had ~30 base IC and not enough manpower for more than the militias and the one infantry series run. So I decided to go air and started to research the Fighter-II with German blueprints, and the aircraft assembly line. As I still had much IC and I did not want to build any more factories I started to build an HQ mid ´40. My infantry army was poor 20 divisions strong, three mountaineers were all I could be proud of.

At the end of ´40, Italy, Romania and Hungary had joined Axis. France was conquered.

In early ´41, when my army was in position after I manned all beaches with militias, Bulgaria decided to take out Yugoslavia. Bulgarian troops -attacking from Sofia- seized Pristina, so that enemy troops were cut of south of it. The mountaineers+eng did what they could best in winter: Blitz from Vraca over Nis to Belgrade. With support from Hungary and Romania that was very easy and so the 9 IC - capital and all the resources there were seized by Bulgarians. When my troops from the south arrived further north Axis troops had already seized most of the country, so Bulgaria could annex it.

It was February ´41 and so all Bulgarian troops, except the beach defending militias, moved to the Romanian/SU border. All in all the 20 infantry divisions, one HQ (ready in March ´41), and the three mountaineers. At that moment, after the HQ was ready, Bulgaria had lot´s of spare IC that produced supplies then, as the fighter-II model was not yet ready.

Third: Decide the war against the Soviet Union

With this small 24 units army I made sure the German southern flank did a good job. Do what you can but don´t engage larger groups of the Red Army alone, you will loose too much manpower most times. Support all the time when you can. March east. Use your fast mountaineers to secure the Caucasus before it can be reinforced, try some minor encirclements. I would like to give more tips, but Barbarossa is so differently every game that most information would be plain useless.

If, after a long time, the front reaches the Ural, try a spearhead towards Sverdlovsk and wait for bitter peace. Be happy :).

Next steps

You did it, you helped your ally to win against the Red Army. Main goal achieved. And now? You can use your fighters against the Allied troops in the Mediterranean Sea or over the channel. You can research and build CAS and start to bomb ships and convoys. You can take out Turkey and go for the middle east. You can continue to help the Germans in Persia/India. You can do whatever you want with your shiny little >40 IC Bulgaria :)


Bulgaria strategy starting 1944 year:

First Steps

The starting date is very difficult for this country, Germany is on the ropes and the Soviet Union and USA are very strong. You start as an ally of Germany, but to survive and make Bulgaria an empire we have 8 months to change that.

In the meantime you have all this months to group all your forces around Instanbul, concentrate all you have in army build, forget about research at this part of the game. When you have 11 armies front of Instanbul, annul the "Non-aggression pact" but DON'T ATTACK YET ! Set the attack, just the day after Berlin is down, that way u can ask the almost dead Germany for some "help" and u gonna receive 4-5 armies, which are at this momment in Greece. Now attack Turkey and take Instanbul, Bursa and Izmit, but DON'T go further. Now u have around 1 year to make peace with Turkey, yeah i know it's stupid, but gonna explain it. 1. United Kingdom will attack u if u dont make a peace with Turkey. 2. If u continue your conquest further, Syria will send forces to stop u. 3. Newly formed Greece country will try to attack u, while busy. ... so conquer those provinces and use your diplomatic skills to make a peace.

Germany is down

U remember i told u make peace with Soviet Union and USA ? Now they wont annihialate u, and the "dead" Germany will leave u some nice ships (in my case 60 ships) + some armies at the Balkans. If u haven't made peace with Turkey be sure to put them near Cyprus and guard there. - U can try to get atleast one of the provinces of Iugoslavia, this will result it ownt be formed after the war and territories will stay for USA.

Crysis comes

Yes, your resources are very low u have many problems, u cant repair, u don't have money, u are almost broke.But don't worry we have a plan ! All set to reinforcements and move as fast as possible and attack Greece(need Turkey peace first). Greece has only 3-4 armies after the Second War and NO FRIENDS. I started to conquer and soon got a perfect piece offer, getting 3 provinces. So how to resolve the crysis: 1. Make good relations with Canada and start buying iron. 2. Sell supply to Soviet Union 3. Buy oil from Persia 4. Sell oil for energy with Greece

Peace with Turkey/Greece but still wars

1. Don't forget: - Japan is "allive" and AXIS still exist - Still in war with Syria, no matter the peace with Turkey - United Kingdom still in war with u, but doesn't attack for now, because of your peace with USA - If u have done all how it must be, u know should have 40+ battle ships, 45+ armies and some territory expansion.

Time to become empire

Do u remember that u didn't had oil and at the same time u were in war with Syria. Tacticts to conquer Syria. 1. United Kingdom doesn't gave me peace and they were pain in the head all the time. 2. Move "your" fleet and block the entrance to Syria, cause UK will try to help them.(Smart AI) 3. You are very poor to produce a transport ships and u'll have to wait a decade for them, so it's time to convince Turkey we love them: 3.1.1 Since your last attack they have 10-12 armies ! 3.1.2 The have relation with u -120-159(before the war it was -59) 3.1.3 They want their provinces back, so lets give them something and use diplomatic skill at the max again... 3.2.1 They have 10-12 armies, but u have ~20 at their border and ~20 in your other provinces. 3.2.2 But still if u attack u can win, but then Syria will finish u 3.2.3 That's why it's good we bought the oil from Persia - the enemy of Syria who will help u.

4. Conquer Turkey, they are weak, will offer u peace. 5. Ignore f*cking UK, all the time they will make u problems, but nothing serious 6. Use Persia to help u against Syria. 7. Make good relations with France so Lebanon doesn't join the war 8. Make good relations with Nationalist Spain, they may be in big help during hte later expansion.

Bulgarian leaders

Full List of Bulgarian leaders

All leaders are taken form the buglarian Wikipedia and are hsitorycal, even soem dates are not.


Download bulgaria.csv


Save to: ..\..\db\leaders\

Heavy Cruiser

Template:ARMA v1.2 Heavy Cruisers are larger and more heavily armored than their lighter counterparts. They have larger main guns, giving them the ability to bombard enemy units on land. They are effective against enemy surface ships, especially destroyers and light cruisers, but are susceptible to air and submarine attacks.

Heavy Cruiser Statistics

Model Year Air Attack Air Def. Sea Attack Sub Attack Sea Def Shore Bombard Distance Visi-
bility
Surface Detect Sub Detect Air Detect Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Range
Great War Heavy Cruiser 1936 0 1 8 0 5 3 0.24 70 1 2 1 4.0 300 0.5 20 0.40 0.50 2500
Early Heavy Cruiser 1936 1 1 9 0 5 4 0.26 70 1 4 1 5.0 310 1.0 23 0.50 0.50 2500
Basic Heavy Cruiser 1936 1 3 10 0 6 4 0.28 70 1 5 2 6.0 310 1.0 25 0.50 0.50 3000
Improved Heavy Cruiser 1938 2 3 11 0 7 5 0.29 70 1 5 2 7.0 310 1.0 28 0.60 0.60 3500
Advanced Heavy Cruiser 1941 2 4 12 0 8 6 0.30 70 1 6 2 8.0 365 1.0 30 0.60 0.60 4000
Semi-Modern Heavy Cruiser 1945 4 5 13 1 9 6 0.30 70 1 7 3 9.0 365 2.0 30 0.70 0.60 4000
Nuclear Heavy Cruiser 1945 5 7 14 1 10 6 0.30 70 2 8 3 10.0 380 2.0 30 1.60 0.00 8000
Modern Heavy Cruiser 1948 5 7 14 1 10 6 0.30 70 2 8 3 9.0 365 2.0 30 0.70 0.60 4000

Brigades allowed

Notes

Close Air Support

Close Air Support (CAS) is the key to the blitzkrieg tactic. These planes have the ability to strike precisely at enemy units, enabling your ground forces to achieve a rapid breakthrough. They are slow, sturdy planes and this makes them an easy target for enemy fighters.

Close-Air Support Statistics

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Naval Attack Strat Attack Surface Def Air Detect Surface Detect Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Range Trans Cap. Upgrade Time Factor Upgrade Cost Factor
I. Basic CAS 30 30 1 1 8 4 1 3 6 180 2 200 0.8 4 200 0.5 1.0
II. Improved CAS 30 30 2 1 12 6 2 4 7 180 2 200 1.0 4 250 0.5 1.0
III. Advanced CAS 30 30 3 2 14 8 3 5 8 180 2 200 1.2 4 300 0.5 1.0
IV. Turbojet CAS 30 30 4 3 16 10 4 6 12 180 2 250 1.4 4 300 0.5 1.0
V. ASM equip CAS 30 30 4 3 16 10 10 6 14 180 2 300 1.6 4 300 0.5 1.0

Brigades Allowed

Notes

CBI Theatre Statistics

Manpower

The Disposition of Japanese Army Forces in Various War Theatres between 1937 and 1941 (in number of divisions)
Year War Theatres Total Strength of the Japanese Army
China Japan and Korea Manchuria Total
1937 16 3 5 24 950 000
1938 24 2 8 34 1 130 000
1939 25 7 9 41 1 240 000
1940 27 11 12 50 1 350 000
1941 27 11 13 51 2 110 500
Source: Liu, F.F. A Military History of Modern China: 1924-1949 , Princeton University Press: New Jersey, 1956, ISBN 0313230129
The Disposition of the Japanese Army Forces in December 1941
Type China Pacific and Southeast Asia Manchuria Japan Korea and Formosa
Army division 21 (1) 10 (2) 13 4 2
Mixed brigade or equivalent 20 (1) 3 24 11
Army air squadron 16 70 56 9
Source: Liu, F.F. A Military History of Modern China: 1924-1949 , Princeton University Press: New Jersey, 1956, ISBN 0313230129, p.209

(1) Plus one cavalry group army and one army division at Shanghai under the direct command of the Imperial General Headquarters
(2) Plus one special column. Of these ten divisions two were shipped from the China theatre.

Japanese Mobilization for Operation Ichigo, 1944
Items Henan Campaign Hunan-Guangxi Campaign Total
Manpower 148 000 362 000 510 000
Horses 33 000 67 000 100 000
Artillery 269 1 282 1 551
Tanks 691 103 794
Motor Vehicles 6 100 9 450 15 550
Source: Ch'i, Hsi-Sheng. Nationalist China at War: Military Defeats and Political Collapse, 1937-45 , University of Michigan Press: Michigan, 1982, ISBN 0472100181, p. 78
Defection of Chinese to the Japanese puppet in China (1941-1943)
Type 1941 1942 1943
Generals 12 15 42
Troops 500 000
Source: Eastman, L. E. et. al. (1991). The Nationalist Era in China: 1927-1949. Cambridge University: Cambridge, ISBN 0521385911, p. 137

Casualties

Chinese Army Casualties (1940-1943)
Type 1940 1941 1942 1943 1944
Death 340 000 145 000 88 000 43 000 311 276 (1)
Source: Eastman, L. E. et. al. (1991). The Nationalist Era in China: 1927-1949. Cambridge University: Cambridge, ISBN 0521385911, p. 137

(1) Source: (2.81)

Infrastructure

Industrial Production

Factories (1) in unoccupied China
1936 and before 1937 1938 1939 1940 1941 1942 1943 1944 Uncertain date of origin Total
Number of plants established 300 63 209 419 571 866 1 138 1 049 549 102 5 266
Capitalization of new plants in 1937 currency (thousands of yuan) 117 950 22 166 86 583 120 914 59 031 9 896 14 486 3 419 7 317 487 481
factories actually in operation - - - - 1 354 - 2 123 - 928 - -
Source: Eastman, L. E. et. al. (1991). The Nationalist Era in China: 1927-1949 . Cambridge University: Cambridge, ISBN 0521385911, p. 137

(1) By official definition, a factory used power machinery and employed at least 30 workers.

Retreat into the Interior

Supply and Foreign Aid

Estimates on Monthly Tonnage Reaching Unoccupied Wartime China
Period Estimated Monthly Tonnage Notes
July 1937 to Nov 1938 62 000
Nov 1938 to Nov 1939 6 800
1937 to 1939 60 000 From Soviet Russia by way of Odessa
Nov 1939 to July 1940 7 800
July 1940 to Oct 1940 3 800
Oct 1940 to Dec 1940 5 000
Early 1941 to Jan 1942 7 500-10 000
May 1945 to June 1945 28 000 Over the Stilwell Road, including the weight of trucks
July 1945 to Sept 1945 15 900-23 000 Over the Stilwell Road, including the weight of trucks
Source: Liu, F.F. A Military History of Modern China: 1924-1949 , Princeton University Press: New Jersey, 1956, ISBN 0313230129, p. 157

From the Soviets

Lend-Lease

American Lend-Lease to China, Monetary Equivalent (millions of dollars)
Period Lend-lease Aid %age of Global American Lend-Lease Notes
1941 26 1.7
1942 100 1.5
1943 49 0.4
1944 53 0.4
1945 1 107 8.0
Source: Ch'i, Hsi-Sheng. Nationalist China at War: Military Defeats and Political Collapse, 1937-45 , University of Michigan Press: Michigan, 1982, ISBN 0472100181, p. 64


Some facts on the Burma road and the Hump:

The Hump

Estimates on Monthly Tonnage Travelling Over the Hump
Period Estimated Monthly Tonnage Notes
May 1942 80
June 1942 106
Sept 1942 1 986 (2 000 (3.145))
Feb 1943 3 200 (3.145)
Apr 1943 2 500 (3.145)
June 1943 3 000
July 1943 5 000
Jan 1944 13 500 (14 500 (3.145))
June 1944 18 200 (3.145)
Oct 1944 >30 000 (2.64)
Dec 1944 34 800 (3.145)
Jan 1945 46 000 (46 500 (3.145))
June 1945 58 300
July 1945 73 700
Aug 1945 63 100
Sept 1945 49 200
Source: Unless otherwise marked, Liu, F.F. A Military History of Modern China: 1924-1949 , Princeton University Press: New Jersey, 1956, ISBN 0313230129, p. 157

http://warren421.home.comcast.net/humproute.jpg "There were 167,285 trips that moved 740,000 tons of material to support Chinese troops and other Allied forces." http://warren421.home.comcast.net/history.html

"Yet, air supply to China increased from three thousand seven hundred tons in 1942 to nearly thirty five thousand tons in October 1944 alone. While that was substantial, still it was insufficient to maintain China's army, let alone its population." http://www.coa-hs.org/tribute/part_seven/part6.htm

The Burma Road

"The Allied supply lines were improving by October 1944 capacity on the North-east Indian Railways had been raised to 4,400 tons a day from the 600 tons a day at the start of the war."

"The Allies were forced to increase the tonnage carried by the Northeast Indian Railways to three times their peace time levels. This was only made possible with the use of specialised American railroad units using American and Canadian locomotives." http://en.wikipedia.org/wiki/Burma_Campaign

"a. In February: Movement of supplies over the Burma Road totaled just over 13,700 tons or an average of 490 tons a day." http://www.fdrlibrary.marist.edu/psf/box2/t16s02.html

"Chiang also questioned the level of lend-lease supplies and their transportation to China itself. U.S. and Chinese leaders had agreed that the Thirty Division plan, approved in 1941, and aid for building a 500-plane Chinese air force, would require delivery of at least 7,500 tons of supplies per month. Because of production problems in the United States, however, the War Department was able to forward only 3,500 tons per month to China through most of the rest of 1942. Although it approved an additional 1,500 tons per month to U.S. air units in China, for a monthly goal of 5,000 tons, even this supplement was unrealized." http://www.ranger95.com/military_history/asiatic_pacific_theatre/china_defensive.html

The Stilwell Road

http://outside.away.com/outside/features/200310/200310_burma_2.html

Hanoi

China Leaders

CDCP

Introduction

The Community Database Cleanup Project (CDCP) is a mod which sole purpose is to fix all the mistakes, typoes, errors and other such "small" issues in HOI2-DDA which are solvable by modding files. This is the closest thing the HOI2 community has to an "unofficial" patch. This mod has since incorporated into the 1.3 patch so there is no need to download it.

Features

CDCP is a specialized mod intended to simply fix minor game errors. As such, the mod should be fully compatible with all other mods as long as you install CDCP before anything else. Installing CDCP before installing major mods like TRP or CORE, will however be waste of time. These mods changes more or less everything, in doing so they remove all changes made by CDCP.

Light Cruiser

Template:ARMA v1.2 Light Cruisers are little more than large destroyers. They are usually lightly armored to give good speed and range. They are normally used in an escort role for capital ships like battleships or carriers, granting protection mainly from enemy air attacks, but also from enemy submarines.

Light Cruiser Statistics

Model Year Air Attack Air Def. Sea Attack Sub Attack Sea Def Shore Bombard Distance Visi-
bility
Surface Detect Sub Detect Air Detect Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Range
Great War Light Cruiser 1936 1 2 4 1 3 1 0.18 60 2 3 2 3.0 200 0.5 22 0.36 0.38 1500
Early Light Cruiser 1936 2 2 6 1 4 2 0.22 60 2 4 3 4.0 220 0.5 25 0.36 0.38 2000
Basic Light Cruiser 1936 4 3 8 2 5 3 0.23 60 2 5 4 5.0 220 1.0 26 0.38 0.38 2500
Improved Light Cruiser 1938 8 4 9 2 6 4 0.24 60 2 6 5 6.0 220 1.0 29 0.38 0.40 3000
Advanced Light Cruiser 1941 10 4 10 3 7 4 0.25 60 2 7 7 7.0 230 1.0 30 0.40 0.40 3500
Semi-Modern Light Cruiser 1945 12 5 11 4 8 4 0.26 60 3 8 9 8.0 230 1.0 30 0.40 0.40 4000
Modern Light Cruiser 1948 15 7 12 5 9 4 0.26 60 4 9 11 8.0 230 1.0 30 0.40 0.40 4300

Brigades allowed

Notes

CORE

CORE is the Community Open Resource Exchange. CORE aims to make Hearts of Iron 2 a more historically accurate and involving game, through expanded and more detailed tech trees, corresponding units, tech teams and a large number of events, reflecting both historical actions and possibilities. Both Industrial Capacity („IC‟) and resources for the entire game have been revised to better reflect reality in the late 1930s.

Other features include reserve divisions instead of militia (a reserve unit is less mobile, and has less heavy weapons - such as artillery. These units form the mainstay of the armies of the minor and semi-industrialized countries), rares scarcity, SS recruitment, 1:1 naval ship representation and negative resource production (representing civilian spoilage of energy and oil). The basic CORE installer includes generic graphics for techs, tech teams, leaders, ministers and generic models that have been updated to fit the latest release. There are also optional packages to download with an even greater amount of graphics available, such as country-specific model graphics and tech imagery.


Carrier Task Force

Carrier Task Force (CTF)

The Carrier Task Force (CTF) is quite different to the Surface Action Group (SAG). The CTF relies on driving its enemy from the area rather than killing its enemy. When properly used, a CTF is the most potent surface combatant group in the game.

CTF Composition

A strong composition for a CTF, considering a fleet size of 18, is as follows:

Some players advocate using CAs instead of CVLs as damage soaks. For HoI2, this was the ideal soaking ship, as the CVL didn't exist. For Doomsday and Armageddon, however, a CVL is better suited, as it has a far better detection/visibility ratio than a CA.

Carrier

Template:ARMA v1.2 The Aircraft Carrier is rapidly becoming the most important naval vessel. Its ability to project power through the aircraft it carries makes it dangerous to other capital ships and land forces. However, the ship itself is only lightly armed and must rely on other naval units, as well as its own aircraft, to afford it protection.

Carrier Statistics

Model Year Air Attack Air Def. Sea Attack Sub Attack Sea Def Shore Bombard Distance Visi-
bility
Surface Detect Sub Detect Air Detect Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Range
Great War Carrier 1936 0 0 0 1 8 0 0.05 100 1 1 2 5.0 547 1.0 18 0.90 1.00 2000
Early Carrier 1936 1 0 0 1 9 0 0.05 100 1 1 2 5.0 650 1.0 18 1.10 1.00 2500
Basic Carrier 1936 1 2 1 1 10 0 0.05 100 1 1 2 6.0 730 2.0 22 1.30 1.00 3000
Improved Carrier 1938 3 4 2 2 12 1 0.05 100 1 1 2 7.0 730 2.0 28 1.50 1.00 3500
Advanced Carrier 1941 4 5 3 2 15 1 0.05 100 1 1 3 8.0 730 2.0 30 1.70 1.00 4000
Adv Heavy Carrier 1943 5 6 4 2 18 1 0.05 100 1 1 4 10.0 810 3.0 30 2.00 1.50 4000
Adv S-Heavy Carrier 1944 5 7 5 2 22 1 0.05 100 1 1 4 11.0 920 3.0 30 2.30 2.00 4000
Semi-Modern Carrier 1945 6 7 5 3 24 2 0.05 100 1 1 5 12.0 920 3.0 32 2.50 2.00 4500
Nuclear Carrier 1945 6 9 6 3 26 2 0.05 100 1 1 5 14.0 950 3.0 34 3.50 0.00 8000
Modern Carrier 1948 6 9 6 3 26 2 0.05 100 1 1 5 13.0 930 3.0 34 2.50 2.00 4500

Brigades allowed

Notes

Escort Carrier

Template:ARMA v1.2 Escort (or light) carriers are a smaller brothers of the (fleet) carrier . They were introduced in Doomsday and allow a SAG to get better positioning rolls to fight a CTF .

Escort Carrier Statistics

Model Year Air Attack Air Def. Sea Attack Sub Attack Sea Def Shore Bombard Distance Visi bility Surface Detect Sub Detect Air Detect Cost Build time Man power Max Speed Supply Cons. Fuel Cons. Range
Early Light Carrier 1936 6 2 0 6 6 0 0.36 80 8 5 5 3.0 350 1.0 18 1.10 1.00 2500
Basic Light Carrier 1939 7 5 1 8 7 0 0.38 80 10 6 6 3.5 400 2.0 22 1.30 1.00 3000
Improved Light Carrier 1941 9 7 2 10 9 1 0.40 80 10 7 6 4.0 420 2.0 28 1.50 1.00 3500
Advanced Light Carrier 1943 11 9 3 12 11 1 0.42 80 11 8 7 5.0 420 2.0 26 1.70 1.00 4000
Semi–Modern Light Carrier 1945 13 11 4 15 13 1 0.44 80 12 9 7 6.0 450 3.0 30 2.00 1.50 4000
Modern Light Carrier 1948 15 13 5 18 15 1 0.46 80 14 11 9 7.0 500 3.0 32 2.30 2.00 4000

Brigades allowed

Notes

Canada

Background

Canadian role in the WW2 is often underappreciated by such military power houses as USA and Russia. Historically, Canada played an important role in many military operations during the war and were along with the United Kingdom part of the biggest military operation in history - Operation Overlord (the D-Day). Hearts of Iron 2 allows you to play as Canada in a very uninhibited way. You can either pursue a historical Santa's little helper strategy and assist the UK/US invasions or become a military power house on your own. This guide will explain how to achieve the latter. Canada has many disadvantages, but it also has some obvious advantages in the game.

Advantages:

Disadvantages:

You will most of the time depend on the UK to do the NAVY fighting for you as well as giving you basic land support, but everything else, such as taking enemy provinces, is up to you.

The idea here is to make Canada a new world aggressor. Unrealistic, but fun. The final goal is: conquest of the USA. This can and has been done (in my case by late 1945).

Tips

Use all your menpower to make new divisions, never reinforce old ones (unless you feel very generous)

In the Beginning

You start your game slowly. Nothing is happening or will happen for a LONG while, so stock up on coke and pizza pockets. With proper managing, you should have about 45 or so ICs available in total. You start with one single division and six transports, each with a fancy name. Reinforce your single division and transfer it to Halifax, this is going to be your main port. Start making one infantry division. Make it two if you can. For the next 3 or so years, you should be making 1-2 divisions constantly, so by about 1938 or so you should have at least 10 divisions ready. Play around with your minister to make the most output. Don't bother with manpower ministry, they add almost nothing. One of the ministers add +15% from foreign ICs. Remember him because you will use him after your first successful conquest. It also helps to make some basic armor. I usually stick with light armor at first, it's fast and costs cheap. Make two or preferably 3 tanks (once again by 1938).

Research

Infantry and armor and industry are your key research areas. Start with 1 infantry research and 1 industry. Increase your manpower and ICs in industry and make your infatry more advanced. You will also need marines, so as soon as you can, research that area as well. Don't bother with any of the artilleries, they only waste time/money in the beginning. Do research tanks however. Tanks are your key assault weaponry and almost never need reinforcement due to their low softness. Later on you will also need mountain divisions, but don't bother with these before early 1940s. Navy/air are completely useless. All your research will depend on the blueprints you receive from UK allies. As a matter of fact, always check the UK for what they have. Normally they give you blueprints for free, but if they don't, buy it off them before researching. This way you will have a very up to date and advanced infantry by the time the war starts.

Canadian Invasion

You are not going to be a nice guy here. We are making a Canadian empire, so it requires a lot of bloodshed. Here's a little thing about Canada, when you declare war on anyone, nobody gives a damn and you get instant support from the UK and everyone in the allies. Isn't that fun? You get to be a spoiled child and be supported by powerful parents, in a sense. The only thing is you can only declare war when your democracy goes down quite a few points (2 I believe). So by 1938 you should have enough authoritarianism to be able to declare war with about 9% dissent growth. Dissent won't matter much though since you only have few IC anyway. So now who do you attack? I went with Spain as soon as the civil war was finished just because they were weak and had no allies. To attack Spain, transfer all the division you made to the south of France (Bordeaux I believe) and from there, as soon as you ready, declare war. Now here's an important part: advance quickly before they can secure their borders and try to take Madrid fast. As soon as you take Madrid and some other key provinces, hold your positions because technically speaking, Spain has about 2x more divisions than you do and you'll need that French/English support that is about to come and help you. UK/France normally finishes off the rest of Spanish resistance and you can then safely annex the country. This is a good time to change your ministers to get as much foreign IC bonus as possible. Don't worry about lacking resources that you might now have. UK will most likely provide you with all you need. When this is done, congratulations, you now have Spain as your new province. Let's call it Spaingary.

Edit: This strategy does not work in 1.3, as all of the territories you seize will be taken by France or Britain when you near Gibraltar, and as such you are unable to annex Spain. It is also nigh-impossible to make an amphibious landing since the only provinces in range of your transports are Seville and the other coastal province next to Portugal, and both or these are heavily defended, including by a naval force which can tear your fleet to shreds before Britain or France gets involved. The only successful route I've found is to try and make an amphibious landing on one of the Portuguese coasts with everything you have, and hope that the British navy will be able to keep your supply convoys and transports safe against the rather formidable Portuguese fleet. However, Portugal's home defences are, quite frankly, pushovers, as long as you've kept up-to-date with your infantry research. You may have to reload a few times to succeed in this. However, once you have succeeded, you have a solid base to assault Spain and take many of its VP provinces and major ports very quickly.

Portugec

But why stop now? What's this to your left? Yes, Portugal...and oh, look at that. They have almost no army. TAKE THEM! Extra 15 or so ICs won't hurt. Let's call this Portugec. Bring your family for vacation, see Lissabon, nice place. By now you should be about 55 or so in your ICs and can start making more divisions/do more research (extra team should be available). I would do as follows:

What's next? Let's go South!

South Canada

Look at South America. You see those green lushes filled with riches and industry? Well, let's get them and turn them into bilingual(or trilingual) empire of Canada! Start with Mexico. Why Mexico?

Land in Belize and strike from there. It helps a lot if you have marines by then. Marines will definitely cut through most mexicans like hot knife through mexican butter. Even though Mexico might have about 10 divisions by then, you shouldn't have much trouble taking it since they're easy to trap and lack that quality your troops have thanks to the UK blueprints. Annex Mexico and wait. USA will probably cancel non-aggression pact with you, but won't do anything else. They can't declare war on you and do anythign else for that matter. Try to get rid of that annoying dissent and strike the next country to the south (forgot what it is, but there's about 5 countries between Mexico and Panama, each with a lot of IC, total of about 35). The idea here is to slowly advance South, taking those Central American provinces and increasing your IC. As your IC increases, you can make more divisions. If you never bothered to reinforce your divisions, you should have enough manpower to produce about 3-4 divisions at once, one of which should be armor.

When you're down to Panama (which should be around 1939 or so). Germany will most likely DOW everyone and start cutting down into France. It is imperative that you reinforce your Spangary position in the North with at least 9 divisions so that they don't get through. Put them in some mountain region where their armor won't harm you and you'll be fine. With 9 divisions gone, you might have trouble advancing further in the South, but when you've got about 10-15 divisions extra, 3 of which are armor, strike futher, preferably at Brazil. Brazil may cause a problem since it's huge and has a lot of army, but it's only fun to have such a challenge. I won't spoil how to fight them best, there are different strategies, but let me stress this: marines kick ass.

The Rest

You should now reach a point where you have more ICs than you need. Your manpower doesn't grow fast enough for you to make troops and you have 5 research teams, most doing worthless air or navy research because everything else is either done or in progress. This would be time to consider the main purpose of all thise conquest: become powerful enough to take USA. Alternatively, you can continue taking South America, but that requires a lot of patience and is frankly, a waste of time.

US of C

Conquest of the States. This is a hard task and I had to reload several times and I am still to find the best working strategy. But what works without failure is a sudden and quick strike on US from both sides, Mexico and Canada, with about 30 or so divisions you might have formed by then. The more the better. Basically, if you don't care enough about your Spanish provinces, you can remove the forces from there and prepare for the main attack. If you do care, you can later on help the Soviets by cutting through France and taking a lot of provinces there as well, but that only becomes possible if Soviets destroyed most German divisions and are quickly advancing toward Berlin. I'd rather talk about the US invasion though. HOW TO:

Variation of War Against the States

In 1936, you should begin to focus on mainly Light Tank & Infantry research. The manpower techs will come later, once the US is occupied. By 1938, I had most of the Light Tank tree done, and had about 3 Tank Divisions, as well as a few infantry divisions.

General Strategy & Goals

Goals • Taking New England • Ensuring majority of American territory is yours

Strategy Once you have around 7 or so Infantry Divisions, and 2-5 Light Tank Divisions (entirely possible in 1937, even 1936), position your tanks on the New England border. Put your infantry divisions spread out across the Western & Mid-Western part of the USA. Do not put any of them in Army Corps, just keep them single divisions.

Declare war on the USA. What I found best was, land grabbing as much as possible while penetrating as deep as I could into the States. There will be little to no resistance, and by the time that The American Army begins getting more divisions on the field, 40-60% of the United States will be under Canadian control.

The Allies, mainly France, will help you a lot. The French will land in usually California, from French Indochina, and near Washington D.C. from the homeland. They will keep the capital encircled, 70% of the time, allowing you to continue your massive land grab.

By 1938, most of the United States should be Canadian. In 1937, you should have begun Aircraft Carrier & Marine research. The Canadian navy will be no match for the United States Navy, until the Canadians begin to modernize their navy. Until then, proceed through Central America once the US is under your control (not annexed, hard to without any transports, marines, and or navy). Central America, alone, gives you 46 IC, as well as if you take Colon, a valuable route to and from the Pacific & Atlantic oceans.

By that time, you should have somewhere around 500 IC and about 60 manpower, per year. I hope you enjoyed your time, because this usually ignites Allies v Comintern v Axis, which puts you in a difficult position. :P

Cheers!

Canada

Background

Canadian role in the WW2 is often underappreciated by such military power houses as USA and Russia. Historically, Canada played an important role in many military operations during the war and were along with the United Kingdom part of the biggest military operation in history - Operation Overlord (the D-Day). Hearts of Iron 2 allows you to play as Canada in a very uninhibited way. You can either pursue a historical Santa's little helper strategy and assist the UK/US invasions or become a military power house on your own. This guide will explain how to achieve the latter. Canada has many disadvantages, but it also has some obvious advantages in the game.

Advantages:

Disadvantages:

You will most of the time depend on the UK to do the NAVY fighting for you as well as giving you basic land support, but everything else, such as taking enemy provinces, is up to you.

The idea here is to make Canada a new world aggressor. Unrealistic, but fun. The final goal is: conquest of the USA. This can and has been done (in my case by late 1945).

Tips

Use all your menpower to make new divisions, never reinforce old ones (unless you feel very generous)

In the Beginning

You start your game slowly. Nothing is happening or will happen for a LONG while, so stock up on coke and pizza pockets. With proper managing, you should have about 45 or so ICs available in total. You start with one single division and six transports, each with a fancy name. Reinforce your single division and transfer it to Halifax, this is going to be your main port. Start making one infantry division. Make it two if you can. For the next 3 or so years, you should be making 1-2 divisions constantly, so by about 1938 or so you should have at least 10 divisions ready. Play around with your minister to make the most output. Don't bother with manpower ministry, they add almost nothing. One of the ministers add +15% from foreign ICs. Remember him because you will use him after your first successful conquest. It also helps to make some basic armor. I usually stick with light armor at first, it's fast and costs cheap. Make two or preferably 3 tanks (once again by 1938).

Research

Infantry and armor and industry are your key research areas. Start with 1 infantry research and 1 industry. Increase your manpower and ICs in industry and make your infatry more advanced. You will also need marines, so as soon as you can, research that area as well. Don't bother with any of the artilleries, they only waste time/money in the beginning. Do research tanks however. Tanks are your key assault weaponry and almost never need reinforcement due to their low softness. Later on you will also need mountain divisions, but don't bother with these before early 1940s. Navy/air are completely useless. All your research will depend on the blueprints you receive from UK allies. As a matter of fact, always check the UK for what they have. Normally they give you blueprints for free, but if they don't, buy it off them before researching. This way you will have a very up to date and advanced infantry by the time the war starts.

Canadian Invasion

You are not going to be a nice guy here. We are making a Canadian empire, so it requires a lot of bloodshed. Here's a little thing about Canada, when you declare war on anyone, nobody gives a damn and you get instant support from the UK and everyone in the allies. Isn't that fun? You get to be a spoiled child and be supported by powerful parents, in a sense. The only thing is you can only declare war when your democracy goes down quite a few points (2 I believe). So by 1938 you should have enough authoritarianism to be able to declare war with about 9% dissent growth. Dissent won't matter much though since you only have few IC anyway. So now who do you attack? I went with Spain as soon as the civil war was finished just because they were weak and had no allies. To attack Spain, transfer all the division you made to the south of France (Bordeaux I believe) and from there, as soon as you ready, declare war. Now here's an important part: advance quickly before they can secure their borders and try to take Madrid fast. As soon as you take Madrid and some other key provinces, hold your positions because technically speaking, Spain has about 2x more divisions than you do and you'll need that French/English support that is about to come and help you. UK/France normally finishes off the rest of Spanish resistance and you can then safely annex the country. This is a good time to change your ministers to get as much foreign IC bonus as possible. Don't worry about lacking resources that you might now have. UK will most likely provide you with all you need. When this is done, congratulations, you now have Spain as your new province. Let's call it Spaingary.

Edit: This strategy does not work in 1.3, as all of the territories you seize will be taken by France or Britain when you near Gibraltar, and as such you are unable to annex Spain. It is also nigh-impossible to make an amphibious landing since the only provinces in range of your transports are Seville and the other coastal province next to Portugal, and both or these are heavily defended, including by a naval force which can tear your fleet to shreds before Britain or France gets involved. The only successful route I've found is to try and make an amphibious landing on one of the Portuguese coasts with everything you have, and hope that the British navy will be able to keep your supply convoys and transports safe against the rather formidable Portuguese fleet. However, Portugal's home defences are, quite frankly, pushovers, as long as you've kept up-to-date with your infantry research. You may have to reload a few times to succeed in this. However, once you have succeeded, you have a solid base to assault Spain and take many of its VP provinces and major ports very quickly.

Portugec

But why stop now? What's this to your left? Yes, Portugal...and oh, look at that. They have almost no army. TAKE THEM! Extra 15 or so ICs won't hurt. Let's call this Portugec. Bring your family for vacation, see Lissabon, nice place. By now you should be about 55 or so in your ICs and can start making more divisions/do more research (extra team should be available). I would do as follows:

What's next? Let's go South!

South Canada

Look at South America. You see those green lushes filled with riches and industry? Well, let's get them and turn them into bilingual(or trilingual) empire of Canada! Start with Mexico. Why Mexico?

Land in Belize and strike from there. It helps a lot if you have marines by then. Marines will definitely cut through most mexicans like hot knife through mexican butter. Even though Mexico might have about 10 divisions by then, you shouldn't have much trouble taking it since they're easy to trap and lack that quality your troops have thanks to the UK blueprints. Annex Mexico and wait. USA will probably cancel non-aggression pact with you, but won't do anything else. They can't declare war on you and do anythign else for that matter. Try to get rid of that annoying dissent and strike the next country to the south (forgot what it is, but there's about 5 countries between Mexico and Panama, each with a lot of IC, total of about 35). The idea here is to slowly advance South, taking those Central American provinces and increasing your IC. As your IC increases, you can make more divisions. If you never bothered to reinforce your divisions, you should have enough manpower to produce about 3-4 divisions at once, one of which should be armor.

When you're down to Panama (which should be around 1939 or so). Germany will most likely DOW everyone and start cutting down into France. It is imperative that you reinforce your Spangary position in the North with at least 9 divisions so that they don't get through. Put them in some mountain region where their armor won't harm you and you'll be fine. With 9 divisions gone, you might have trouble advancing further in the South, but when you've got about 10-15 divisions extra, 3 of which are armor, strike futher, preferably at Brazil. Brazil may cause a problem since it's huge and has a lot of army, but it's only fun to have such a challenge. I won't spoil how to fight them best, there are different strategies, but let me stress this: marines kick ass.

The Rest

You should now reach a point where you have more ICs than you need. Your manpower doesn't grow fast enough for you to make troops and you have 5 research teams, most doing worthless air or navy research because everything else is either done or in progress. This would be time to consider the main purpose of all thise conquest: become powerful enough to take USA. Alternatively, you can continue taking South America, but that requires a lot of patience and is frankly, a waste of time.

US of C

Conquest of the States. This is a hard task and I had to reload several times and I am still to find the best working strategy. But what works without failure is a sudden and quick strike on US from both sides, Mexico and Canada, with about 30 or so divisions you might have formed by then. The more the better. Basically, if you don't care enough about your Spanish provinces, you can remove the forces from there and prepare for the main attack. If you do care, you can later on help the Soviets by cutting through France and taking a lot of provinces there as well, but that only becomes possible if Soviets destroyed most German divisions and are quickly advancing toward Berlin. I'd rather talk about the US invasion though. HOW TO:

Variation of War Against the States

In 1936, you should begin to focus on mainly Light Tank & Infantry research. The manpower techs will come later, once the US is occupied. By 1938, I had most of the Light Tank tree done, and had about 3 Tank Divisions, as well as a few infantry divisions.

General Strategy & Goals

Goals • Taking New England • Ensuring majority of American territory is yours

Strategy Once you have around 7 or so Infantry Divisions, and 2-5 Light Tank Divisions (entirely possible in 1937, even 1936), position your tanks on the New England border. Put your infantry divisions spread out across the Western & Mid-Western part of the USA. Do not put any of them in Army Corps, just keep them single divisions.

Declare war on the USA. What I found best was, land grabbing as much as possible while penetrating as deep as I could into the States. There will be little to no resistance, and by the time that The American Army begins getting more divisions on the field, 40-60% of the United States will be under Canadian control.

The Allies, mainly France, will help you a lot. The French will land in usually California, from French Indochina, and near Washington D.C. from the homeland. They will keep the capital encircled, 70% of the time, allowing you to continue your massive land grab.

By 1938, most of the United States should be Canadian. In 1937, you should have begun Aircraft Carrier & Marine research. The Canadian navy will be no match for the United States Navy, until the Canadians begin to modernize their navy. Until then, proceed through Central America once the US is under your control (not annexed, hard to without any transports, marines, and or navy). Central America, alone, gives you 46 IC, as well as if you take Colon, a valuable route to and from the Pacific & Atlantic oceans.

By that time, you should have somewhere around 500 IC and about 60 manpower, per year. I hope you enjoyed your time, because this usually ignites Allies v Comintern v Axis, which puts you in a difficult position. :P

Cheers!

Capital Ship

Any surface combat ship of heavy cruiser or heavier type. This includes CAs, BCs, BBs, CVs and CVLs. This term is only important as it applies to positioning .

Capital Ship

Any surface combat ship of heavy cruiser or heavier type. This includes CAs, BCs, BBs, CVs and CVLs. This term is only important as it applies to positioning .

Carrier

Template:ARMA v1.2 The Aircraft Carrier is rapidly becoming the most important naval vessel. Its ability to project power through the aircraft it carries makes it dangerous to other capital ships and land forces. However, the ship itself is only lightly armed and must rely on other naval units, as well as its own aircraft, to afford it protection.

Carrier Statistics

Model Year Air Attack Air Def. Sea Attack Sub Attack Sea Def Shore Bombard Distance Visi-
bility
Surface Detect Sub Detect Air Detect Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Range
Great War Carrier 1936 0 0 0 1 8 0 0.05 100 1 1 2 5.0 547 1.0 18 0.90 1.00 2000
Early Carrier 1936 1 0 0 1 9 0 0.05 100 1 1 2 5.0 650 1.0 18 1.10 1.00 2500
Basic Carrier 1936 1 2 1 1 10 0 0.05 100 1 1 2 6.0 730 2.0 22 1.30 1.00 3000
Improved Carrier 1938 3 4 2 2 12 1 0.05 100 1 1 2 7.0 730 2.0 28 1.50 1.00 3500
Advanced Carrier 1941 4 5 3 2 15 1 0.05 100 1 1 3 8.0 730 2.0 30 1.70 1.00 4000
Adv Heavy Carrier 1943 5 6 4 2 18 1 0.05 100 1 1 4 10.0 810 3.0 30 2.00 1.50 4000
Adv S-Heavy Carrier 1944 5 7 5 2 22 1 0.05 100 1 1 4 11.0 920 3.0 30 2.30 2.00 4000
Semi-Modern Carrier 1945 6 7 5 3 24 2 0.05 100 1 1 5 12.0 920 3.0 32 2.50 2.00 4500
Nuclear Carrier 1945 6 9 6 3 26 2 0.05 100 1 1 5 14.0 950 3.0 34 3.50 0.00 8000
Modern Carrier 1948 6 9 6 3 26 2 0.05 100 1 1 5 13.0 930 3.0 34 2.50 2.00 4500

Brigades allowed

Notes

Carrier Air Group

Template:ARMA v1.2 Carrier Air Groups represent the complement of planes stationed on carriers. They are usually a mix of fighters, torpedo and dive bombers which provide both protection for the carrier and allow it to strike

Carrier Air Group Statistics

Model Year Air Attack Air Def. Sea Attack Sub Attack Sea Def Shore Bombard Distance Visi-
bility
Surface Detect Sub Detect Air Detect Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Range
Great War Carrier Air Group 1936 3 3 2 0 5 1.00 7 1 3 2.0 190 0.2 0.40 1.00 0.5
Early Carrier Air Group 1936 6 5 4 0 7 1.20 9 1 4 2.5 190 0.2 0.40 1.00 0.5
Basic Carrier Air Group 1936 7 6 5 0 10 1.40 10 1 5 3.0 190 0.2 0.50 1.00 0.5
Improved Carrier Air Group 1938 7 6 6 0 11 1.60 13 6 6 3.5 190 0.2 0.50 1.00 0.5
Advanced Carrier Air Group 1941 8 8 8 1 13 1.80 14 7 7 4.0 190 0.2 0.60 1.00 0.5
Adv Heavy Carrier Air Group 1943 11 11 10 3 15 2.00 15 7 7 4.5 190 0.2 0.60 1.00 0.5
Super-Heavy Carrier Air Group 1944 14 12 11 3 17 2.20 16 7 7 5.0 190 0.2 0.70 1.00 0.5
Semi-Modern Carrier Air Group 1945 15 14 12 5 17 2.40 17 8 8 5.5 190 0.2 0.70 1.00 0.5
Turbojet Carrier AIr Group 1945 19 17 15 8 21 2.50 20 10 10 6.0 190 0.2 1.00 1.50 0.5
Impr Turbojet Carrier AIr Group 1948 20 19 17 8 23 2.50 22 12 12 6.5 190 0.2 1.00 1.50 0.5

Carrier Task Force

Carrier Task Force (CTF)

The Carrier Task Force (CTF) is quite different to the Surface Action Group (SAG). The CTF relies on driving its enemy from the area rather than killing its enemy. When properly used, a CTF is the most potent surface combatant group in the game.

CTF Composition

A strong composition for a CTF, considering a fleet size of 18, is as follows:

Some players advocate using CAs instead of CVLs as damage soaks. For HoI2, this was the ideal soaking ship, as the CVL didn't exist. For Doomsday and Armageddon, however, a CVL is better suited, as it has a far better detection/visibility ratio than a CA.

Carrier Task Force

Carrier Task Force (CTF)

The Carrier Task Force (CTF) is quite different to the Surface Action Group (SAG). The CTF relies on driving its enemy from the area rather than killing its enemy. When properly used, a CTF is the most potent surface combatant group in the game.

CTF Composition

A strong composition for a CTF, considering a fleet size of 18, is as follows:

Some players advocate using CAs instead of CVLs as damage soaks. For HoI2, this was the ideal soaking ship, as the CVL didn't exist. For Doomsday and Armageddon, however, a CVL is better suited, as it has a far better detection/visibility ratio than a CA.

Casualty Statistics for WW2 by country

Data Collected by Finbar

Total Military Casualties Lost in the Second World War, by Country (in thousands)
Country Alliance Dead Wounded Total Casualties Percent Returned
Flag of Australia Australia Allies 23.3 39.8 63.1 63.07%
Flag of Austria Austria Axis 380 350.1 730.1 47.95%
Flag of Belgium Belgium Allies 7.7 14.5 22.2 65.31%
Flag of Bulgaria Bulgaria Axis 10 21.8 31.8 68.55%
Flag of Canada Canada Allies 37.4 53.1 90.5 58.67%
China* Allies 2200 1762 3962 39.62%
Flag of Finland Finland Axis 89.8 234.5 324.3 72.30%
Flag of France France Allies 210.6 390 600.6 64.93%
Flag of Germany Germany Axis 3500 7250 10750 67.44%
Flag of Great Britain Great Britain ( includes colonials ) Allies 329.2 348.4 677.6 51.41%
Flag of Hungary Hungary Axis 140 89.3 229.3 38.94%
Flag of Italy Italy Axis 77.4 120 197.4 60.79%
Flag of Japan Japan Axis 1219 295.2 1514.2 19.49%
Flag of Poland Poland Allies 320 530 850 62.35%
Flag of Romania Romania Axis 300 Unavailable
Flag of Soviet Union Soviet Union Allies 7500 5000 12500 40.00%
Flag of United States United States Allies 405.3 671.2 1076.5 62.35%

Average Percentage of Casualties Returned to Combat: 55.20%

This is the total military casualties of dead and wounded, not including civilians. ‘Returned’ means the manpower that is returned to the manpower pool (wounded).

* It is unknown whether these figures include both Communist and Nationalist Chinese casualties, or just the Nationalist Chinese casualties.

References

Cavalry Division

Cavalry Divisions (Cav) are able to move fairly rapidly over most types of terrain and do not require a supply of fuel to operate, but they are lightly armed when compared with Armoured units, and the automatic weapons of the time can inflict devastating casualties to both men and horses. That is not to say that Cavalry can't prove useful in some instances as a mobile reserve.

Cavalry Division Statistics

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
I. Great War Cavalry 30 30 1 2 4 0 10 10 100 8 95 9 7 1.2 0 4 30 1.0 1.0 7 7 7 7
II. Early Cavalry 30 30 2 3 8 1 10 10 100 8 95 9 7 1.2 0 4 30 0.5 1.0 7 7 7 7
III. Basic Cavalry 30 30 3 4 10 2 12 12 100 8 95 9 7 1.3 0 4 30 0.5 1.0 7 7 7 7
IV. Semi-Motorized
Cavalry
30 30 4 4 12 2 14 14 95 9 95 9 7 1.5 1.5 4 30 0.5 1.0 7 7 7 7
V. Armored Cavalry 30 30 7 6 16 10 20 20 60 14 135 9 10 2.2 3.0 4 30 0.5 1.0 10 10 10 10
VI. Air Cavalry 40 40 7 6 16 10 20 18 80 25 155 9 14 2.8 7.0 4 30 0.5 1.0 14 14 14 14

Brigades allowed

Notes

Cavalry Division

Cavalry Divisions (Cav) are able to move fairly rapidly over most types of terrain and do not require a supply of fuel to operate, but they are lightly armed when compared with Armoured units, and the automatic weapons of the time can inflict devastating casualties to both men and horses. That is not to say that Cavalry can't prove useful in some instances as a mobile reserve.

Cavalry Division Statistics

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
I. Great War Cavalry 30 30 1 2 4 0 10 10 100 8 95 9 7 1.2 0 4 30 1.0 1.0 7 7 7 7
II. Early Cavalry 30 30 2 3 8 1 10 10 100 8 95 9 7 1.2 0 4 30 0.5 1.0 7 7 7 7
III. Basic Cavalry 30 30 3 4 10 2 12 12 100 8 95 9 7 1.3 0 4 30 0.5 1.0 7 7 7 7
IV. Semi-Motorized
Cavalry
30 30 4 4 12 2 14 14 95 9 95 9 7 1.5 1.5 4 30 0.5 1.0 7 7 7 7
V. Armored Cavalry 30 30 7 6 16 10 20 20 60 14 135 9 10 2.2 3.0 4 30 0.5 1.0 10 10 10 10
VI. Air Cavalry 40 40 7 6 16 10 20 18 80 25 155 9 14 2.8 7.0 4 30 0.5 1.0 14 14 14 14

Brigades allowed

Notes

Cheat Codes

The following is an incomplete listing of the cheat codes available within the game.

To use a cheat code, press the F12 key and a console window will be brought up. Enter a code from the following lists and press enter. If the code was entered correctly, you will see a confirmation message in the console. The cheats are not case-sensitive. To get out of the console mode, hold ctrl and hit F12 (or press F12 and move the mouse). Several cheats like showid, acceptall, freedom and others can be toggled on and off, i.e. they stay active until they are disabled or you exit the game. To disable these cheats enter the console (via F12) and type the same command again.

Cheat Codes

Resource Cheats

Scenario creation cheats

Other Cheats

Event cheats

usage:

examples of event cheats: (you can trigger any event id that has been loaded)

Event Cheats , if you don't mind creating your own events for an even greater effect.

Unexplained cheats

China 1927-1937

The Northern Expedition (1927)

(1.110)

Kuomintang Army

1st Army Corps

2nd Army Corps

3rd Army Corps

4th Army Corps

7th Army Corps

After the Northern Expedition, Feng Yuxiang's Army of the Northwest, and Yan Xishan's Shanxi army joined Chiang, and he then commanded a total strength of 179 divisions and 30 independent brigades in what is known as the National Revolutionary Army (NRA). Here are the Group Armies:

1st Group Army

Guomindang Army Corps

2nd Group Army

Guominjun (Feng Yuxiang's) army corps

3rd Group Army

Shanxi Army

4th Group Army

Guangxi army

Communists

30 000 man force which broke away on August 1, 1927

Manchurian Army

After the Northern Expedition (1928-1936)

In 1928, the Chinese Army had approximately 2.25 million men under arms. (Source: http://www.feldgrau.com/articles.php?ID=11 )

In an effort to put the majority of the armed forces under his control, Chiang Kai-shek engaged a program of troop disbandment which was bitterly opposed by the other warlords. The 4th Group Army of Guangxi, the 2nd Group Army of Shanxi, and the 2nd Group Army of the Northwest all rebelled against Chiang. Through Chiang's swift diplomatic maneuvering, all these rebellions came to be crushed, and their troops were incorporated into the government forces.

1929

March

April

1930

1929-1931

(Source: UglyChinese.org )

December 1930

Force Deployment during the Extermination Campaigns
Sequence of Campaigns Government Troops Regional/Chiang Ratio (in divisions) Communist Troops
1 44 000 11/1 42 000
2 113 000 10/1 66 000
3 130 000 8/6 53 000
4 153 000 7/5 64 000
5 300 000(?) 21/17 100 000(?)
Source: Source: Ch'i, Hsi-Sheng. Nationalist China at War: Military Defeats and Political Collapse, 1937-45 , University of Michigan Press: Michigan, 1982, ISBN 0472100181, p. 246

January 1931

April

May

June

September

1932

Jan 6

Mar 4

Mar 7

Mar 21

May

The Oyuwan Soviet destroyed by Chiang's forces, forcing Zhang Guotao and Xi Xiangqian to go on their long march to north Sichuan.

Oct 11

1933

1934

1934-1935

1935

China OOB

China Improvement Pack

All download links are now dead, but the Forum site is still up albeit inactive.

Paradox Forum

China Leaders

Chi.gif Nationalist China

unplaced as of yet

Fan Zuxian

Admiral Shen Hunglie

Zhang Yinwu

Lu Zhonglin, Yu Xuezhong

Liao Ang

( Source )

Deng Yenda

Source ( uglychinese.org )

Wang Jingwei

Ai Ai

Generals.dk

Jiang Guangnai

Zhang Zhizhong and Yu Jishi

Zhang Zhizhong

Yu Jishi

An Chunshan/Zhunshan?

Generals.dk

An Enbu/Enpu?

Generals.dk

An Huading/Huating?

Generals.dk

An Yongzhang/Yongchang?

Generals.dk

General Tai Yung-kwan

General Gui Yongqing

Commodore Lin Zun

General Xia Wei

General Zhang Zizhong

(1.151)

General Fang Xianjue

(1.151, uglychinese.org )

Feng Zhian

Zhao Dengru

Guan Linzheng

Wang Yongcheng

Source: uglychinese.org

Zhang Zhen

Tang Shouzi

Hu Su

Li Hong

General <Chieu Ching-Chun> (Jiu Jingzhuan?)

(Source: Generals.dk )

Han Fuqu

(-Jan 1938)

Shi Yousan

Lai Shihuang

(Source uglychinese.org )

Wang Tianpei

(Source uglychinese.org )

Sun Dianying

( uglychinese.org )

Hao Pengju

( uglychinese.org )

Li Zefen

( uglychinese.org )

Zhang Chong

( uglychinese.org )

Liang Huashen

( uglychinese.org )

Chen Xinda

( uglychinese.org )

Zhou Fucheng

( uglychinese.org )

Xiang Fengwu

( uglychinese.org )

Liu Anqi

Zheng Dongguo

( uglychinese.org )

Zeng Zesheng

( uglychinese.org )

Liu Yuezhang

( uglychinese.org )

Qin Qirong

(-August 1942) ( Source )

Hunan

Tang Shengzhi

Cheng Qian

He Jian

Guominjun

The Guominjun (Feng's army,) had a reputation of being one of the better trained and equipped armies of the pre-Nationalist era.

Feng Yuxiang "Christian General"

Song Xinian

Zhang Ningfu

General Wu Jiwei

General Chen Mingren

Sun Lianzhong

Liao Yaoxiang

General Yang Jie

Lt. Gen Sun Liren

(November 19, 1899–November 19, 1990) Source: Wikipedia: Sun Liren , Some responses to a book on Sun Liren

[1]

General Dai Anlan

Lt. Gen Gan Lichu

Hu Zongnan and Tang Enbo


Gen. Wei Lihuang

Gen Huang Wei

Gen Li Yannian

Gen Liu Ruming

Wang Jun, Hu Zhongnan, Li Jilan, Shen Jiucheng

United States of America

Joseph W. "Vinegar Joe" Stilwell

Liu Zhi

Whampoa Clique

Generalissimo Chiang Kai-shek

- micromanages everything - places loyalty above proficiency when assigning tasks - an average leader (i'd put him at skill 3) - excellent diplomat (at least compared to his contemporaries)

Lt. Gen Du Yuming

Xiong Shihui

(commanded a division/army/army corps?) - arrogant - directory of generalissimo's HQ in Manchuria, in Chinese Civil War

Qian Dajun

Jiang Dingwen

Gen. Chen Cheng

Hu Zongnan

(1896-1962) Source: ( uglychinese.org )

Gen. Gu Zhutong

Gen. Yu Hanmou

Gen. Fan Hanjie

Gens. Li Mi, Jiu Jingzhuan, Huang Bodao

Gen Huang Bodao

- commanded 10 divs in the Battle of Xuzhou - died at end of battle

General Tang Enbo (as above)

Sources: ( Generals.dk , uglychinese.org )

((Tang Enbo also had his own faction followers who were generals, who are listed below:)) (2.105)

Guan Lingwei, Wang Jun, Mao Bingwen

Guan Lingwei

Kang Ze

Fengtian faction

Zhang Xueliang "Young Marshal"

Wikipedia

Zhang Xuesi

Lü Zhengcao

Wan Yi

Ma Zhanshan

Yang Hucheng

Yu Xuezhong

Generals.dk

Miao Zhengliu

Suiyuan Faction

Fu Zuoyi

Wikipedia

Sichuan/Xikang Faction

Liu Wenhui

Pan Wenhua

Deng Xihou

Liu Xiang

Wang Zanxu

Yang Sen

Tang Shizun

Sun Zhen

Li Jiayu

Guangxi Clique

Xue Yue

Li Zongren

Bai Chongxi

General Li Jishen

General Huang Shaoxiong

Gen Zhang Fakui

Shanxi

- the Shanxi army had a reputation of being one of the better trained and equipped armies of the pre-Nationalist era.

Yan Xishan

Wikipedia

Li Fuying

Xu Yongchang (1889-1959)

Generals.dk

Hu Sanyu

Shi Zebo

Peng Shubin?

Xibei San Ma

Ma Bufang

General Ma Jiyuan

Ma Hongkui

Ma Hongbin

Ma Fuxiang

Yunnan

60th army is yunnanese

Long Yun

Long Shengwu

Sun Du

Lu Han

Chc.gif Communist China

Zhang Guotao

Wikipedia

Lü Zhengcao

(3.198)

Xinjiang

Tibet

Sources

1. Liu, F. F. (1956). A Military History of Modern China: 1924-1949 , brown book with golden horse, Princeton University: New Jersey, ISBN: 0313230129
2. Ch’I, H. S. (1982). Nationalist China at War: Military Defeats and Political Collapse, 1937-1945 . University of Michigan: Michigan
3. Eastman, L. E. et. al. (1991). The Nationalist Era in China: 1927-1949. Cambridge University: Cambridge
4. Sih, P. K.T. (1977). Nationalist China during the Sino-Japanese War, 1937-1945. Exposition: New York
5. Whitson, W. W. (1973). The Chinese High Command: A History of Communist Military Politics, 1927-71. Praeger: New York
6. Yellow China Year Book 1936
7. Red China Year Book 1936
8. Yellow China Year Book 1939
9. Ah Xiang. uglyChinese.org

China OOB


Communist China Military Organization Hou Ru Yong Japanese Army in China Interview with Zhang Xueliang

China 1927-1937

1936

Organization The National forces are divided into:

of varying strength. Some of the route armies contain as many as six divisions, in addition to independent cavalry, artillery and other units. The armies consist of one to five divisions. (6.425)

Distribution There were a number of changes in the distribution of the National Army following the invasion of Hunan by Kwangtung and Kwangsi units in June, 1936. The table in the XLS file was the approximate distribution of China’s military forces in May-June 1936. (6.425)

Yunnan under Long Yun, Guangxi under Huang Xuchu, Guangdong under Li Hanhun, Xikang under Liu Wenhui, and Shanxi under Yan Xishan, all beyond the control of the central gov't (2.146)

February - April

September

1st Group Army (Central Army Zhongyang Jun )

Guangxi Clique Army

1937

Feb 1937 Chinese Army (2)
31 Chiang Kai-shek (including 10 w/ German Training)
18 EX-Zhang Xueliang Manchurian Army
12 ex-Feng Yuxiang
8 Yan Xishan Shanxi Army
6 Guangxi Clique (Li Zongren, Pai Chongxi)
15 Guangdong
12 Hunan
9 Yunnan and Guizhou
27 Sichuan
38 miscellaneous Northern (30) and southern (8) provincial
176 Divisions of the Chinese Army
(2.37)

July

July 7

http://history.sandiego.edu/gen/USPics37/64268.jpg

Source: Wikipedia: Marco Polo Bridge Incident

Source : (1.147, 1.198)

September

25 Sept: Pingxing Pass (1.200)

October

November

December

http://tamezou.tripod.com/nanking/whatreally/picture01.jpg

1938

Febraruary

March/April/May

Li Zongren, CiC of the 5th War Area, has a 133 000 man force around Xuzhou which attacks two advancing Japanese columns led by Generals Itagaki and Isogai, two young generals (1.200)

In May/June, some of the best-trained units of the Central Army are lost near Lanfeng (1.201)

These hard fights made the Japanese cautious, and they waited until they gathered at least 12 divisions before they were ready to advanced futher (1.201)

June

October

November

1939

May

In battle of Zaoyang (Hubei Province, May, 1939), LI Zongren, a Chinese, turns back an invading Japanese forces, and the Japanese take heavy losses, thus protecting the gateway to Chongqing (1.203)

September

October

November

1939 Winter Offensive

(1.204)

December

1940

February

After spring of 1940, Yan Xishan of Shanxi was widely suspected of keeping a dialogue with his Japanese adversaries through civilian itnermediaries (2.103)

March

August

October

Fall

1941

Central Army (zhong yang jun)

January

New Fourth Army Incident

April

1942

320,000 soldiers.

Jianqiao airport at Hangzhou (1238) was used as an airbase at the beginning of the war
Japan also used an airbase in Taiwan during the war, but i don't know exactly where it was.

Chinese Air Bases built in the middle of the war were:

1260 - Changde
1257 - Hengyang
1250 - Ganzhou

Chinese Air Bases as of the latter half of the war:

1280 - Chongqing
1364 - Guiyang
1307 - Kunming
1360 - Chengdu
1276 - Lanzhou
1231 - Xiangfan (Zhijiang, a strategic airbase)

Major air fields as determined by the Japanese in Central China (10)

Zhejiang Province
        Zhuxian <Chuhsien>
        1241/1240 Lishui
        1241 Jinhua <Chinhua>
        1241 Longyou <Lungyu>
Jiangxi Province
        1250 Ji'an <Chian>
        1250 Ganxian <Kanhsien>
        1251 Nanchang
        1250/1254 Suichuan
        Yushan
Hunan Province
        1257 Hengyang
        1256 Zhuzhou <Chuchow>
        1231 Zhijiang <Chihkiang>

Kanhsien, and Yushan, IGHQ on April 21 ordered General Hata, commanding the China Expeditionary Army (10)

(HQ: Shanghai) in addition to a part of the 11th Division (HQ: Hankow).

consisted primarily of thirty-four infantry battalions drawn from the 15th, 22d, 70th, and 116th divisions. On May 15, 1942, the bulk of this Army launched a general attack against the Ninth and Eighty-eighth armies of the Nationalists in the East Chekiang area. After the 19th of May, both Chinese armies, which were fleeing along the Toyo River, were shattered and put to rout. Chinhua fell on the 29th of the same month.

comprised the largest part of the Eleventh Army which, on May 81, went over to the offensive and took Chinhsien (southeast of Nanchang) on June 2. Thus the Thirteenth and Eleventh armies were in a position to pincer-attack the region along the Che-kiang rail line, from east and from west. Both armies successively captured Linchuan, Chuhsien, Chinjui, Chiangshan, and Yushan; they joined hands on July 1.


5th and 6th armies were key armies. China had called for the maintenance of about 10 army corps, to be placed under the command of the national military council and to be employed as a strategic reserve in vital campaigns (1.213)

Burma Campaign

After the Japanese DoW the USA, Chiang is prepared to protect the main line of communication through Burma by sending a Chinese expeditionary force, including the 5th (commanded by Du Yuming), 6th (commanded by Gan Lichu) and 66th (commanded by Zhang Zhen) armies. (1.210, uglychinese.org )

Source: Responses to Sun Liren

Tai Anlan commands the Chinese 200th Division (1.212)

Sun Liren commanded the Chinese 38th Division (1.212)

Japanese General Shojiro Iido outmaneuvered the allied forces and scored a huge victory, sending them reeling back to India (1.2120

Stilwell wanted to reduce the Chinese army units to half the existing number, and to construct 2 field armies, each to consist of 30 divisions (1.213)

Source uglychinese.org

Spring 1942

training program for Chinese forces stuck in India. (1.184)

These Chinese forces were an expeditionary force consisting of the 22nd and 36th divs. commanded by Sun Liren and Liao Yaoxiang

Source: Responses to Sun Liren

A similar force was trained in Yunnan (1.191)


Cairo Conference (1.214)

1943

(1.214) Japanese estimated that USAAF had only 130 planes in China, and the Chinese had 200 planes

Nationalist regime and the French Government, the Chinese Air Force's raids against Indo-China grew violent, from the beginning of 1943. Since it was feared that the intensification in air raids meant the prelude to Chinese Army penetration of the area, the Japanese Army High Command decided to prepare operational measures against French Indo-China itself (January 15, 1943). The gist of the plan follows. (10)

August

November

1944

(1.214) Japanese estimated that the allies had 500 planes in China

(1.217) Chennault wanted to bring his air strength in China up to a total of 105 fighters plus 30 medium and 12 heavy bombers

March

Stilwell finishes building the X and Y Forces (1.215)

This is more than 200 000 troops together (1.219)

The X-Force had to fight trained junglefighters as the japanese 18th division (1.215)

After much wrangling and foot-dragging, the Chinese gov't finally placed 6 elite central armies under General Stilwell's command and consented to his plan to retake Burma (2.81)

April

Source: uglychinese.org

Japanese Estimates of Damage of Operation Ichigo to Chinese Forces (divisions)
Damage level Henan Campaign Hunan Campaign
Central Regional Central Regional
Completely Destroyed 10 2 12 13
Seriously Damaged 4 3 9 10
Total Chinese units participating 23 19 21 26
Source: Source: Ch'i, Hsi-Sheng. Nationalist China at War: Military Defeats and Political Collapse, 1937-45 , University of Michigan Press: Michigan, 1982, ISBN 0472100181, p. 80
Chinese Estimates of Damage of Operation Ichigo to Chinese Forces
Total Manpower Henan Campaign (300 000 in 52 divisions) Hunan Campaign (286 000 in 43 divisions) Guangxi Campaign (100 000 in 32 divisions)
No. of divisions in combat 45 34 27
:Central Government 26 15 12
:Regional Forces 19 19 15
Casualties (1) "very extensive" 108 000 38 500
:as %age of total -- 108 000 38 500
Source: Source: Ch'i, Hsi-Sheng. Nationalist China at War: Military Defeats and Political Collapse, 1937-45 , University of Michigan Press: Michigan, 1982, ISBN 0472100181, p. 81

(1) Total casualties for China in 1944 were 311 276 officers and soldiers

The Henan Phase

May

The Hunan Phase

June

August

September

Guilin fell on November 10

October

Wedemeyer orders General Fu Zuoyi to engage the Japanese in northern China in order to prevent enemy reinforcement in the Guiyang area (1.221)

November

proposal to reduce China's army from 327 divisions to 84 effective combat divisions

strength: (10)

Expeditionary Army (General Okamura) to: foil attempts by American forces to advance into the Chinese Continent; secure strategic areas on the Continent; and strive to eliminate the influence of Chungking.

increase the quantity of Japanese armed strength on China to: (10)

three combat divisions (the 131st through the 133d); 12 mixed brigades; and seven independent guard units. The setup was completed in March (10)

the next landing site of the Americans would be either near Shanghai or somewhere in the southern part of the Shantung Peninsula. On April 18 the Commander-in-Chief of the China Expeditionary Army, General Okamura, was ordered to transfer four divisions from southern China to the above-mentioned localities; i.e., the 3d, 13th, 27th, and 34th Divisions - the pick of the Japanese forces in China. (10)

expand the air field facilities at: (10)

        Chechiang
        Chingchen            Hunan & Kweichow Provinces
        Kweiyang
        Chungking
        Chaotung             Szechwan Province
        Chengtu
        Laohokow
        Liangshan
        Ankang               Northwestern Provinces
        Sianfu
        Nancheng
        Kunming
        Yunnani
        Paoshan
        Luliang              Yunnan Province
        Chengkun
        Yangchie
        Tiencha

China Expeditionary Army commenced operations against Laohokow on March 11, using the main force of the Twelfth Army (built around the 110th and 115th Divisions, the 3d Tank Division, and the 4th Cavalry Brigade) plus the 39th Division (from the Thirty-fourth Army). The campaign developed favorably, on the whole, and the Twelfth Army was able to occupy Laohokow completely on April 8.(10)

campaign, which involved the bulk of the Twentieth Army (47th and 116th Divisions, plus 58th Independent Mixed Brigade). The purpose of the drive was three-fold:

American-equipped Chungking troops were checked by intense enemy fire, however, and suffered heavy losses. Finally, on May 9, the offensive had to be given up.

39th, 59th, 63d, and 117th Divisions plus the Thirty-fourth Army Headquarters, from Central and North China to new stations in Manchuria and Korea. To replace these forces, it was decided to evacuate occupied zones along the Hunan-Kweilin and Canton-Hankow rail lines in Hunan, Kwangsi, and Kiangsi provinces. In connection with the plans, appropriate orders went out to China Expeditionary Army Commander-in-Chief Okamura, on May 28.

Japanese Forces in China at the end of World War 2
Unit Commander Composition Location Activity
23rd Army Lt. Gen Kyuichi Tanaka 104th, 129th, 130th Divisions Around Guangzhou Securing Strategic Areas
6th Area Army Gen. Naosaburo Okabe 11th, 20th Armies Wide zone extending from Wuchang-Hankou to Hengyang areas Portion of Area Army on move
11th Army Lt. Gen. Yukio Kasahara 58th Division, etc. Guilin area Evacuation of Region
20th Army Lt. Gen. Ichiro Sakanishi 64th, 68th, 116th divisions, etc. Between Hengyang and Wuchang-Hankou On station
3rd, 13th, 34th, 132nd Divisions In transit
13th Army Lt. Gen. Takuro Matsui 6th Army HQ (CG LtGen Jiro Sogawa); 60th, 61st, 65th, 69th, 70th, 133nd, 161st divisions Lower reaches of Yangtze below Hukou (east of Xiaojikou, or Jiujiang), and along southern part of Tianjin-Pukou railline Occupation by main force/ Occupation by portion of army
North China Area Army Gen Sadamu Shimomura 1st, Mongolia Garrison, 12th, 43rd Armies
1st Army Lt. Gen. Raishiro Sumida 114th Division, etc. HQ at Taiyuan in Shanxi province
Mongolia Garrison Army Lt. Gen. Hiroshi Nemoto 118th Division, etc. HQ at Kalgan
12th Army Lt. Gen. Takashi Takamori 110th, 115th, 3rd Tank Divisions, etc. HQ at Zhengzhou
43rd Army Lt. Gen. Tadayasu Hosokawa 47th Division, etc. HQ at Jinan
Japanese Army in the Pacific War

Troops under the direct control of the Expeditionary Army included the 27th, 40th, and 131st Divisions, plus the 13th Air Division. Total strength of the Expeditionary Army amounted to about 1,050,000 officers and men.

1945

March 1945

Li Zongren (1.222) beats back a Japanese offensive in the Henan-Hubei area, inflicting heavy casualties and regaining all American air bases capture in the "initial Japanese assault"

August 1945

See China OOB Civil War

References

1. Liu, F. F. (1956). A Military History of Modern China: 1924-1949 , brown book with golden horse, Princeton University: New Jersey, ISBN: 0313230129
2. Ch’I, H. S. (1982). Nationalist China at War: Military Defeats and Political Collapse, 1937-1945 . University of Michigan: Michigan
3. Eastman, L. E. et. al. (1991). The Nationalist Era in China: 1927-1949. Cambridge University: Cambridge
4. Sih, P. K.T. (1977). Nationalist China during the Sino-Japanese War, 1937-1945. Exposition: New York
5. Whitson, W. W. (1973). The Chinese High Command: A History of Communist Military Politics, 1927-71. Praeger: New York
6. Yellow China Year Book 1936
7. Red China Year Book 1936
8. Yellow China Year Book 1939
9. Ah Xiang. uglyChinese.org 10. Saburo Hayashi. The Japanese Army in the Pacific War

Close Air Support

Close Air Support (CAS) is the key to the blitzkrieg tactic. These planes have the ability to strike precisely at enemy units, enabling your ground forces to achieve a rapid breakthrough. They are slow, sturdy planes and this makes them an easy target for enemy fighters.

Close-Air Support Statistics

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Naval Attack Strat Attack Surface Def Air Detect Surface Detect Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Range Trans Cap. Upgrade Time Factor Upgrade Cost Factor
I. Basic CAS 30 30 1 1 8 4 1 3 6 180 2 200 0.8 4 200 0.5 1.0
II. Improved CAS 30 30 2 1 12 6 2 4 7 180 2 200 1.0 4 250 0.5 1.0
III. Advanced CAS 30 30 3 2 14 8 3 5 8 180 2 200 1.2 4 300 0.5 1.0
IV. Turbojet CAS 30 30 4 3 16 10 4 6 12 180 2 250 1.4 4 300 0.5 1.0
V. ASM equip CAS 30 30 4 3 16 10 10 6 14 180 2 300 1.6 4 300 0.5 1.0

Brigades Allowed

Notes

Coal Production per country 1936-1948

Note that lignite has about 40% of the energy value of Hard Coal, Anthracite has about 10% more energy compared to normal Bituminous coal. Hard coal is in this case both Anthracite and Bituminous. These numbers are from B.R. Mitchell.

1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948
USSR Hard Coal 109000 110000 115000 125000 140000 ? ? ? ? 99400 114000 132000 150000
USSR Brown Coal 17600 18100 18500 21300 25900 ? ? ? ? 49900 49800 51000 58200
Spain Hard Coal 3300 2100 5600 6600 8900 8800 9300 9700 10400 10600 10700 10800 10900
Spain Brown Coal 200 200 200 200 600 800 1100 1200 1200 1300 1300 1300 1400
Sweden Hard Coal? 500 500 400 400 500 600 600 600 600 600 500 400 400
UK Hard Coal 232000 244000 231000 235000 228000 210000 208000 202000 196000 186000 193000 200000 211000
Yugoslavia Hard Coal 400 400 400 400 400 ? ? ? ? 200 800 1100 1000
Yugoslavia Brown Coal 4000 4600 5300 5600 6900 ? ? ? ? 3400 6000 8200 9700
Canada Hard Coal 12886 13411 12039 13364 14939 15333 15933 14689 14201 13584 14776 12971 15296
Canada Brown Coal 930 955 929 872 997 1201 1182 1512 1245 1391 1382 1425 1442
Mexico Hard Coal 1308 1242 1093 877 816 856 914 1053 904 915 978 1040 1057
USA Bituminous 395513 401259 313475 355446 415339 463910 525951 559953 521584 481946 569486 541075 394922
USA Brown 2821 2920 2720 2720 2666 2518 2659 2494 2317 2421 2420 2807 2799
USA Anthracite 49514 47043 41820 46703 46706 51136 54729 55015 57789 49835 54891 51882 51837
Argentina Hard Coal 0 0 0 1 1 1 4 9 5 3 3 14 17
Brazil Hard Coal 649 763 907 1047 1336 1408 1775 2078 1908 2073 1897 1999 2025
Chile Hard Coal 1875 1988 2044 1850 1938 2060 2151 2265 2279 2079 1966 2067 1994
Colombia Hard Coal 392 341 331 349 521 403 578 483 499 534 551 506 514
Peru Hard Coal 90 99 75 108 113 117 149 187 173 201 230 215 189
Venezuela Hard Coal 6 7 6 3 5 6 9 11 9 7 4 3 3
Algeria Hard Coal 7 14 13 18 55 80 148 117 120 162 215 206 226
Morocco Hard Coal 49 107 141 115 144 140 118 102 134 179 222 269 290
Mozambique Hard Coal 17 19 10 19 20 17 7 13 16 12 16 16 9
Nigeria Hard Coal 296 315 328 309 315 372 471 533 679 521 617 591 615
Zaire Hard Coal 14 36 42 27 24 30 43 70 49 50 102 102 117
Zimbabwe Hard Coal 705 1029 1044 1118 1291 1412 1561 1779 1808 1669 1613 1508 1696
South Africa Hard Coal 14842 15491 16284 16890 17493 18679 20408 20561 22987 23554 23602 23818 24017
China Hard Coal 39900 37230 28749 34688 44334 55243 58374 50459 51027 26285 16542 17538 12420
India Hard Coal 22974 25438 28798 28215 29860 29937 29905 25921 26546 29635 30187 30695 30605
Indonesia Hard Coal 1197 1373 1457 1781 2009 1990 ? ? ? 307 157 223 540
Iran Brown Coal 0 0 0 75 92 90 82 69 100 150 150 188 150
Japan Hard Coal 41803 45250 48684 51109 56312 56472 53540 55500 52945 29880 20382 27234 33726
Japan Brown Coal 110 121 142 195 275 334 1607 2876 2304 1643 2358 2946 2575
Korea Hard Coal 2282 2431 3419 4239 5741 6158 6847 6588 7049 ? ? ? ?
Malaya Hard Coal 511 638 486 448 794 698 249 497 416 230 238 230 381
Philippines Hard Coal 30 26 41 47 63 ? ? ? ? ? 47 74 88
Taiwan Hard Coal 1744 1953 2199 2619 2841 2854 2356 2238 1914 793 1043 1308 1650
Turkey Hard Coal 2299 2307 1744 1881 2081 2125 1814 2212 2493 2524 2526 2623 2661
Turkey Brown Coal 95 116 146 92 149 177 266 420 532 523 459 604 680
Vietnam Hard Coal 2186 2308 2335 2615 2500 2329 1243 1020 537 231 262 248 353
Australia Hard Coal 11552 12267 11867 13752 11913 14440 15704 14364 13917 12997 14104 15069 15020
Australia Brown Coal 3094 3498 3734 3710 4347 4639 5013 5173 5097 5532 5799 6239 6800
New Zealand Hard Coal 873 986 994 1061 1163 1198 1194 1157 1085 980 974 951 968
New Zealand Brown Coal 1302 1329 1264 1319 1394 1483 1529 1676 1766 1899 1865 1845 1852
Austria Hard Coal 200 200 200 200 200 200 200 200 200 100 100 200 200
Austria Brown Coal 2900 3200 3300 3500 3700 3500 3500 3700 3700 2100 2400 2800 3300
Belgium Hard Coal 27900 29900 29600 26800 25300 26900 25100 23700 13500 15800 22900 24400 26700
Bulgaria Hard Coal 100 100 100 200 200 200 200 200 100 100 100 0 100
Bulgaria Brown Coal 1600 1700 1900 2000 2600 2800 3400 3800 2900 3400 3400 4200 4100
Czechoslovakia Hard Coal 12200 16800 15800 18800 21000 21100 22800 24600 23200 11700 14200 16200 16700
Czechoslovakia Brown Coal 15900 17900 16000 19400 22300 22400 24100 27600 26800 15400 19500 22400 23600
Denmark Hard Coal 0 0 0 0 200 1000 1800 2600 2200 2300 2300 2800 2400
France Hard Coal 46200 45400 47600 50200 41000 43900 43800 42400 26600 35000 49300 47300 45400
Germany Hard Coal 158000 185000 186000 188000 184000 187000 188000 190000 166000 35500 56400 73000 89800
Germany Brown Coal 161000 185000 195000 212000 225000 236000 246000 253000 229000 24000 159600 160700 174900
Greece Brown Coal 100 100 100 100 200 200 400 400 200 100 100 100 100
Hungary Hard Coal 800 900 1000 1100 1200 1300 1200 1400 1300 700 700 1400 1200
Hungary Brown Coal 7100 8100 8300 9400 10200 11000 11200 10800 8400 3600 5600 7700 9400
Italy Hard Coal 800 1000 1000 1100 1000 1200 1400 1000 200 100 100 200 100
Italy Brown Coal 800 1100 1300 2000 3400 3200 3500 2300 900 1500 2700 3100 1800
Netherlands Hard Coal 12800 14300 13500 12900 12100 13400 12300 12500 8300 5100 8300 10100 11000
Netherlands Brown Coal 100 100 200 200 200 200 300 400 200 100 500 500 300
Norway Hard Coal 300 300 300 300 300 100 0 0 0 0 100 300 400
Poland Hard Coal 29700 36200 38100 23200 47000 58000 65000 70000 54000 20200 47300 59100 70300
Portugal Hard Coal 200 300 300 300 400 400 500 400 400 400 400 400 400
Portugal Brown Coal 0 0 0 0 100 100 100 100 100 200 100 100 100
Romania Hard Coal 300 300 300 300 300 300 300 300 300 200 200 200 200
Romania Brown Coal 1200 1900 2500 2200 2400 2600 2100 1800 1800 1800 1800 2100 2700

See Also

Wikipedia:Coal

Cold War

A mod that was intended to focus on the Cold War era. It was intended to span the 1955-1995 time period and aims to be as historically accurate as possible. It was never released publicly though an alpha copy was banded around between some forum members for a short while.

All activity was ceased around 2008 and the mod can be realistically considered dead. It was not released and stands no chance of being released now.

Cold War Tech Tree Extension Project

This mod extends the tech tree of the game to 1964, the official end date of Armageddon. While Paradox extended the game time in Armageddon, they did not add any events or new technologies to fill this gap. The Cold War Tech Tree Extension Projects aims to do this.

The early tech tree is left untouched, so that it is possible to play a "normal" 1936 grand campaign game with this mod installed.

paradoxplaza forum thread

Cold War Vietnam

Vietnam War Version 3.0 by FRVP

Fantastic historical scenario 1963 - 1975. Playable countries: North and South Vietnam, USA, USSR, Thailand, China, North and South Korea. Also included are Laos, Cambodia, Malaysia, Phillipines and Taiwan.

Made for Armageddon v1.2 but should work for all. Unzip to Armaggedon, Doomsday or Ho2 directory.

There are some minor changes and additions to some db, minister, leader and tech files (see below). New graphics were added for a few new units, ministers and events.

New units: Nuclear Sub, M41 Light-Tank, Titan ICBM, Special Forces Green Beret. New technology: Jungle Warfare. New music: optional awesome sound track for the era in two zips: pre 68 and post 67, use one or both.

Requirements: You will need a time-limit fix for your version to go beyond 1964! For HOI2 users only (NOT AMGN OR DD): You will need to unzip the VN_HO2 patch to your HOI2 directory.

All files scanned for virises: Vietnam 3.0 - 2mb Pre 68 soundtrack - 35mb Post 67 soundtrack - 37mb VN_ho2 patch - 50k

Files Amended: (you may want to back these up) Config: world_names.csv, tech_names.csv, unit_names.csv, models.csv DB: country.csv, revolt.txt Ministers: all playable countries Leaders: usa.csv, vietnam.csv Tech: special_weapons_tech.txt, infantry_tech.txt, armor_tech.txt Units/Division: flying_rocket.txt, light_armor.txt, paratrooper.txt GFX/Palete: counter_idc.bmp

Enjoy!

Colonial Empire An Alternative Strategy for Japan

Colonial Empire An Alternative Strategy for Japan

Why go to war against those hapless Chinese? After all, they are the same mankind as you. Although they are hoaxed by those Western imperilists and learn to hate you without any reason, you can show them you are not their rival. And they are not yours, either. Those western colonial powers are.

This article will describe an ahistorical route Japan can choose in the 1936 GC. This is called "colonial empire" pathway. The strategy is simple: take all the weakling European countries' belongings while avoid going to war against the British too early. [NOTE: After playtesting this strategy it is not clear that it is at all viable, due to certain key points. The UK seems to be hardcoded to declare war on Japan if Japan attacks the Dutch, regardless of how good relations are, negating a major point of this plan. It also does not seem possible to put a Naval Base on Curacao, as it is too far from any other Japanese base.]

Important Points

You need to keep good relationship with all the superpowers, a.k.a, UK, France, USSR, USA, and Germany. Except for the last one, all of the rest are in bad relationship with you from the beginning. Do a lot of trade with them and they will grow liking you. Also pour some IC in consumer goods. That'll give you money for research and support your diplomatic moves. In this strategy diplomacy is crucial for you.

Also you need to keep your belligerence down. Specifically, avoid getting 80 too early. 80 is the magic number USA will gear up for war. You don't want to awake a sleeping giant too early, do you? Unless you do not want to fight USA, the answer should be no.

Start

Start from 1936 GC, put your production slider heavily on supplies and consumer goods. Trade supplies with every major power to get everything else you need. Don't worry about the steep price, these investments will reward you handily. The most important countries in this strategy are France and UK. Try to boost relationship with them as high as possible. When necessary, use influence country (you need a lot of money to do this, for sure). You don't need to produce a lot of units, BTW. A long series of light cruisers may be nice for the gearing bonus. Ditto for infantry divisions and engineers (you will need it a lot later).

Release your puppet Manchukuo. They are a liability as your puppet and some bigots in their government will cause you a lot of trouble. You can even pull off your force there to put them into some place more worthy. DON'T get entangled by them. You can always attack and annex them later, but now just leave them as they are.

Intervene into Chinese Civil War

From the start you have the option to invade Guangxi Clique when they DOW at Nationalist China. That will boost your IC a little bit by grabbing Guangzhou and some resource-rich area from them. Also Hainan as a nice springboard for further conquest.

Invasion of Dutch East Indies

You can do it either before or after Marco Polo Bridge Incidents. Doing it before is preferable but you may need some luck here. Normally your relationship with France and UK should be good enough to keep them from intervening. Strike quickly and snap up all VP provinces in Dutch East Indies. They won't put up even token resistance. In the meantime still keep good relationships with the UK and France. They may cancel trade agreements, but you just bribe them and negotiate with them again. Sue for peace with the Netherlands. You don't need a lot of provinces: just ask for those resource-rich ones, like East Java, Banka Island, South Sumatra and South Borneo. Don't forget to ask for Curacao, you need it for the next phase. don't ask for Batavia. You may have to try this several times before a deal is agreed

Note that there is a disadvantage to attacking the Dutch East Indies before Germany has conquered the Netherlands' European provinces. Germany's conquest of the Netherlands leaves the Netherlands East Indies the only remaining territory in Dutch posession. If you attack the Dutch East Indies after the Dutch have lost their European holding, you can annex the Netherlands and seize their sizeable stockpile of resources -- thus making up for Japan's limited ability to produce the same.

Invasion of Portuguese Africa

Build a naval base in Curacao. Wait your belligerence to drop (Hirohito will drop your belligerence in peace time) a little bit. Build up good relationship with UK and France, and virtually every one else.

By mid-1938, bring some army units to Curacao and DOW Portugal. If you cannot figure out how to send armies in Curacao : select the REBASE mission in the transport unit's detail (right-clicking on the province does not work).

Grab Cape Verdes from Curacao (be sure you have the range, so make up your fleet with your most advanced CAs, BCs and BBs, although actually it does not matter anyway since Portuguese Navy is pitiful). Attack the Azores and from there, hop into Portugal's home territory. Grab everything they have there and then sue for peace. Ask for every thing other than their 5 national provinces. If they do not accept, grab Bissao, Cabinda and normally they will cave in. Now you will have two firm naval bases in the Atlantic Ocean (the Azores and Cape Verdes), also Portugal's Africa belongings (Angola and Mozambique). As a bonus you will also have Macao and East Timor.

Invasion of Belgian Congo

Now await the development of Europe while building up your navy. Wait well into 1939, maybe early 1940, after Poland has fallen, to DOW Belgium. Attack Belgian Congo from Angola, using infantry with engineers. This will take some weeks but once you grab the two VP provinces close to the coast Belgium will normally cave in. (Having German troops along their border may be a reason.) You will have all the Belgian Congo which is very rich in metals.

Watch the Great Show in Europe

Now you again wait for developments in Europe. France and UK may start to influence you, which is sweet. Just wait patiently. France and UK may build up troops along the border of your African possessions, but with Germany at their gate they won't be able to attack you. When Germany initiates its attack on the west front, France often falls quicker than in history, because a good chunk of its troops will be garrisoned in French Equatorial Africa. Ditto for UK. With most of their African Legion in Rhodesia and South Africa, Italy can steamroll Egypt and Sudan.

Annexation of French Indochina

When France falls the vichy event will be triggered. After Vichy France forms, you will receive an event to request Indochina . Choose ask for Indochina and Vichy will usually accept. Don't ask for Madagascar since the chance of suceeding is very small.

Allies or Axis, that's the Problem

Now you are in a situation virtually to choose between the two major alliance. I would say choose the Axis, simply because they can offer you more than the Allies. Once you join the Axis, be quick to take out South Africa. They've got 5 VP provinces, and 4 can be reached immediately by your troop from Mozambique and your marines from the sea. Marching into the last one takes some time, though. In the meantime send a troop North into British East Africa and cut into Lake Victoria and eventually Kigali. Use infantry with engineers. After you annex South Africa, the British troops in Rhodesia and Nyassaland will be trapped and out of supply. Don't worry about them now, just use garrisons and a few divisions to keep them encircled. You can grab them bit by bit later.

Assuming Germany did its homework in occupying Netherland's European provinces, attack Netherlands's holding in Indonesia and annex it. After Amsterdam falls, the capital will move to Batavia and you will end up with all of the rest of Netherlands' territory. That's the reason why you do not take Batavia in your previous campaign, because in that case you need to grab every small island piece by piece or Germany will get the lion's share of them. Also attack and take Malaya. Don't bother to lean on Siam, they will be a good buffer state between Burma and your Indochina possession. Don't bother to attack Burma either. Just move your troops quickly into India and occupy it. By this time most of the Indian army should be in the Middle East so this will not be hard.

What to do next depends on your preference. You can try fighting the Royal Navy in the North Atlantic Ocean, where your carriers and superheavy BBs (Yamato and Musashi) will come in handy. You can also try helping Italy to invade the Middle East. In the Pacific theater, you can annex Australia and New Zealand, then the rest of VP islands in the Pacific.

You may be able to annex France by the middle of 1941. After defeating the Royal Navy, Britain is yours to take. Then you can try to play with your armies to help Germany to conquer Soviet Union.

Invasion of the USA

This should be relatively simple. You can use either Canada or Carribean islands as a staging point. The USA AI is coded to deal with a Pacific campaign, so often you can catch them by surprise from the Atlantic Ocean. However, if you really go into war against the USA, strike quickly into their home territory and take out most of the east coast provinces to severely cramp its war economy. If the war goes into attrition you will find yourself overstretched.

Invasion of China

Why bother? They don't have much to offer anyway. You can try if you want a tough fight. Especially if you are in war with Soviet Union. Invading China in 1941 will be much harder than early date because the quality of their army will be much better.

Combat Events

When your forces are engaged in combat, they may trigger a Combat Event . The effects of these events last for eight hours of game time. You will have an increased chance for a favorable event if you have a HQ Division involved or in a province adjacent to the battle. In version 1.3, the likelihood of getting an event was also enhanced for fast moving units:

- The chance for a Encirclement or Breakthrough will now happen 10% more often for every 1 km/h over 3 km/h. There is a cap on 40%.

- Units retreating to enemy-controlled territory with enemy units in both target and source province will now be eliminated.

Four events benefit the attacker and three help the defender. They usually affect the strength and/or organisation damage a unit suffers. Some reduce damage for one side. Some give a tradeoff between the Strength damage inflicted on your units and the Organisation inflicted on the enemy. This is beneficial for the battle in question, because units retreat based on their organisation level.

Combat events add flavour to the game and help it model some aspects of doctrine that otherwise wouldn't. However, you have very little control of them.

Land Doctrine and Combat Events

The events that occur are determined by your doctrine - which tree you are on and how far you ave researched.

The German tree is exceptionally strong on the events that aid the offensive, particularly Breakthrough and Encirclement. Stronger defensive events turn up later on. On the whole the German tree gets the most events. The German tree also gets the most effect from HQs.

The US tree is slightly balanced towards defensive events, particularly Counterattacks. The main offensive event is the Assault. The US tree is very strong overall.

The Russian tree focuses on events that sap enemy organisation at the expense of its own units strength. On the offensive this means Assaults and on the defensive Counterattacks. Until 1941 it is very weak of defense, and thereafter moderate on the defensive. It gets later on strong breakthrough chance.

The Grand Battle Plan tree starts off the strongest tree, with a high number of Counterattack and Delay defensive events. However, it is totally eclipsed on attack by 1940 and a very poor offensive performer until 1942, when it splits.

From that point, the Japanese (Infiltration Assault) tree develops many Ambush events; the French (Attritional Containment) tree develops many Assaults; and the British (Operational Stages) tree is well-balanced.

Superior Firepower

Doctrine Year Assault Encirclement Ambush Breakthrough Counterattack Delay Tactical Withdrawal HQ Off Def
Type - Off Off Off Off Def Def Def - Total Total
Start 1936 1 1 1 1 1 1 1 1.0 4 3
6010 Firepower Focus 1936 1 1 1 1 3 1 1 1.0 4 5
6020 Superior Firepower 1936 3 1 1 1 3 1 1 1.0 6 5
6040 Delay 1937 3 1 1 1 5 3 3 1.1 6 11
6050 Mobile Defense 1938 3 1 1 1 7 5 5 1.3 6 17
6060 Stand Off 1939 5 1 3 1 7 5 5 1.4 10 17
6070 Integrated Support 1940 7 2 5 2 11 5 5 1.6 16 21
6080 Regimental Combat Teams 1942 7 4 6 4 11 7 9 1.9 21 27

Combined Arms Defense

Doctrine Year Assault Encirclement Ambush Breakthrough Counterattack Delay Tactical Withdrawal HQ Off Def
Type - Off Off Off Off Def Def Def - Total Total
Start 1942 7 4 6 4 11 7 9 1.9 21 27
6090 Combined Arms Defense 1943 7 4 6 4 13 9 13 2.2 21 35
14050 Air Land Battle 1946 7 4 6 4 13 9 13 2.2 21 35

Mechanized Offense

Doctrine Year Assault Encirclement Ambush Breakthrough Counterattack Delay Tactical Withdrawal HQ Off Def
Type - Off Off Off Off Def Def Def - Total Total
Start 1942 7 4 6 4 11 7 9 1.9 21 27
6100 Mechanized Offense 1943 9 6 6 6 11 7 9 2.2 27 27
14050 Air Land Battle 1946 9 6 6 6 11 7 9 2.2 27 27

Grand Battle Plan

Doctrine Year Assault Encirclement Ambush Breakthrough Counterattack Delay Tactical Withdrawal HQ Off Def
Type - Off Off Off Off Def Def Def - Total Total
Start 1936 1 1 1 1 1 1 1 1.0 4 3
6010 Firepower Focus 1936 1 1 1 1 3 1 1 1.0 4 5
6030 Grand Battle Plan 1936 2 1 1 1 3 3 1 1.2 5 7
6120 Trench Warfare 1936 2 1 1 1 3 7 1 1.2 5 11
6110 Mass Assault 1938 4 3 3 2 7 7 1 1.2 12 15
6130 Preplanned Defense 1940 4 3 3 2 7 11 3 1.3 12 21
6140 Central Planning 1942 4 3 3 2 9 11 3 1.4 12 23

Attritional Containment

Doctrine Year Assault Encirclement Ambush Breakthrough Counterattack Delay Tactical Withdrawal HQ Off Def
Type - Off Off Off Off Def Def Def - Total Total
Start 1942 4 3 3 2 9 11 3 1.4 12 23
6150 Attritional Containment 1942 7 4 3 2 9 11 3 1.7 16 23
6180 Assault Breakthrough 1944 13 4 5 4 9 11 6 2.0 26 26
14070 Assault Concentration 1946 13 4 5 4 9 11 6 2.0 26 26

Infiltration Assault

Doctrine Year Assault Encirclement Ambush Breakthrough Counterattack Delay Tactical Withdrawal HQ Off Def
Type - Off Off Off Off Def Def Def - Total Total
Start 1942 4 3 3 2 9 11 3 1.4 12 23
6160 Infiltration Assault 1942 6 4 8 4 9 11 3 1.7 22 23
6190 Infiltration in Depth 1943 6 6 14 6 9 11 3 2.0 32 23
14070 Assault Concentration 1946 6 6 14 6 9 11 3 2.0 32 23

Operational Stages

Doctrine Year Assault Encirclement Ambush Breakthrough Counterattack Delay Tactical Withdrawal HQ Off Def
Type - Off Off Off Off Def Def Def - Total Total
Start 1942 4 3 3 2 9 11 3 1.4 12 23
6170 Operational Stages 1942 6 5 5 4 9 13 5 1.7 20 27
6200 Branch Interoperability 1944 6 9 6 6 9 13 9 2.0 27 31
14070 Assault Concentration 1946 6 9 6 6 9 13 9 2.0 27 31

Spearhead

Doctrine Year Assault Encirclement Ambush Breakthrough Counterattack Delay Tactical Withdrawal HQ Off Def
Type - Off Off Off Off Def Def Def - Total Total
Start 1936 1 1 1 1 1 1 1 1.0 4 3
6210 Mobility Focus 1936 1 1 1 1 1 1 1 1.1 4 3
6220 Spearhead 1937 3 5 2 3 3 1 1 1.3 13 5
6250 Schwerpunkt 1937 3 7 3 5 5 1 1 1.6 18 7
6260 Blitzkrieg 1938 3 11 3 9 5 1 1 1.9 26 7
6230 Delay 1939 3 11 4 9 5 5 1 2.0 27 11
6240 Elastic Defense 1940 3 11 4 9 7 7 5 2.1 27 19
6270 Kampfgruppe 1941 3 11 7 9 7 7 5 2.5 30 19
6280 Firebrigade 1943 3 11 7 9 11 9 9 2.7 30 29
6290 Spearhead HQs 1943 4 13 7 13 11 9 9 3.0 37 29

Volksturm

Doctrine Year Assault Encirclement Ambush Breakthrough Counterattack Delay Tactical Withdrawal HQ Off Def
Type - Off Off Off Off Def Def Def - Total Total
Start 1943 4 13 7 13 11 9 9 3.0 37 29
14090 Volksturm 1944 4 13 7 13 11 9 9 3.0 37 29

Modern Blitzkrieg

Doctrine Year Assault Encirclement Ambush Breakthrough Counterattack Delay Tactical Withdrawal HQ Off Def
Type - Off Off Off Off Def Def Def - Total Total
Start 1943 4 13 7 13 11 9 9 3.0 37 29
14100 Modern Blitzkrieg 1947 4 13 7 18 11 9 9 3.0 42 29

Human Wave

Doctrine Year Assault Encirclement Ambush Breakthrough Counterattack Delay Tactical Withdrawal HQ Off Def
Type - Off Off Off Off Def Def Def - Total Total
Start 1936 1 1 1 1 1 1 1 1.0 4 3
6210 Mobility Focus 1936 1 1 1 1 1 1 1 1.1 4 3
6300 Human Wave 1936 3 1 1 1 3 1 1 1.2 6 5
6310 Large Front 1937 5 2 1 3 3 1 3 1.3 11 7
6330 Deep Operations 1940 5 4 3 5 3 1 3 1.5 17 7
6320 Pocket Defense 1941 5 4 3 5 5 3 3 1.6 17 11
6340 Defense in Depth 1941 5 4 3 5 7 6 6 1.8 17 19
6350 Large Formation SOP 1941 7 4 3 5 9 6 6 2.0 19 21
6360 Breakthrough Priority 1943 9 4 3 9 9 6 6 2.25 25 21
6370 Movement Speed Offensive 1943 9 6 3 9 9 6 6 2.5 27 21
14080 Guerilla Warfare 1944 9 6 7 9 9 8 6 2.5 31 23
14060 Mechanized Wave 1946 9 6 7 9 9 8 6 2.5 31 23

Combat Event In-game Text

For the attacker:

Assault

"This represents a particularly forceful sustained attack where the attackers will suffer higher strength losses than normal but will inflict much higher organisation damage to the defenders"

Assaults are most common from nations high up the Russian and French Land Doctrine tree. It also fits well with a "Russian" play style with plentiful units and manpower.

Encirclement

"This indicates that the attacking force has briefly managed to pin down and encircle the defenders in a small area of the province. While this effect lasts the defenders will suffer much higher strength losses and the attacker will rarely suffer very much loss of organisation (although they may sustain the normal strength losses"

Ambush

"The attacker has managed to ambush the enemy forces inflicting much higher rates of strength and morale damage to the defenders while at the same time greatly reducing the amount of those same types of losses that they sustain themselves"

Breakthrough

"The attacker has managed to overrun an enemy's defences in part of the province. This will seriously disrupt the defender's organisation and reduce the strength losses sustained by the attacker"

For the defender:

Counterattack

"This is a concerted attempt by the defending side to launch a minor counter-offensive to disrupt the enemy's plans. While the defenders will suffer somewhat higher strength losses during this period they will inflict significant organisation losses on the attacker"

Delay

"The defending side is employing a delaying action that greatly reduces the amount of strength loss it sustains during this time"

Tactical Withdrawal

"During this period the defender is making a careful tactical withdrawal to a preferred combat location in the province. Both sides will sustain reduced levels of strength and organisation loss but the defender will sustain even lower organisation losses than the attacker"

See Also

Combat Range

Combat Range

Combat range is a factor in determining positioning . Each fleet has an optimum combat range it wants to achieve when entering combat, and if it achieves surprise it will have a good chance that its positioning will be high enough to start the battle at that range. For example, Transport Fleets will have their goal to escape, so their optimum range is 450 km. If this range is achieved, the transports will be able to retreat without taking damage. Meanwhile, a CTF needs to be in range for its planes to strike, and yet out of range of capital ship heavy guns. Finally, a SAG needs to close distance as much as possible in order to unleash all its firepower.

Given no surprise on either side, imagine a 15-ship CTF entering battle against a 30-ship BB SAG, with both fleets led by comparable leaders and composed of medium tech vessels. Since neither side is advantaged by surprise, the longest ranged ship on either side will tend to set the initial engagement distance. That will of course be the CVs whose combat range will likely be around 180km at medium tech. The next longest ranged ship is the Super Battleship, which has a range of approximately 40km. That means the BBs will have to close the distance by about 140km before they can even shoot back, all the while being bombed by the enemy planes. In HoI2, CVs ruled the seas for this reason, with the only exception of night battles and bad weather. Starting in Doomsday, however, balance was restored: with the introduction of light carriers, it became possible for an SAG with CVLs to close distance.

Combat Range in Naval battles has an optimal value. This value is believed to be calculated as described below

Optimal Range will always be 90% of the maximum range of the shortest range of the highest ship class.

i.e. If you have two Capital Ship 's in a fleet. One with a range of 30 and the other with a range of 28, the optimal range will be 90% of 28.
NOTE , Range of a lower class is ignored. If you have a Capital Ship in a fleet with a range of 28 and the rest of the fleet is Screen Ship 's with ranges of 32 the optimal range will be 90% of the range of the Capital Ship (i.e. 90% of 28) The range of the Screen Ship 's is ignored.

Combat Events

When your forces are engaged in combat, they may trigger a Combat Event . The effects of these events last for eight hours of game time. You will have an increased chance for a favorable event if you have a HQ Division involved or in a province adjacent to the battle. In version 1.3, the likelihood of getting an event was also enhanced for fast moving units:

- The chance for a Encirclement or Breakthrough will now happen 10% more often for every 1 km/h over 3 km/h. There is a cap on 40%.

- Units retreating to enemy-controlled territory with enemy units in both target and source province will now be eliminated.

Four events benefit the attacker and three help the defender. They usually affect the strength and/or organisation damage a unit suffers. Some reduce damage for one side. Some give a tradeoff between the Strength damage inflicted on your units and the Organisation inflicted on the enemy. This is beneficial for the battle in question, because units retreat based on their organisation level.

Combat events add flavour to the game and help it model some aspects of doctrine that otherwise wouldn't. However, you have very little control of them.

Land Doctrine and Combat Events

The events that occur are determined by your doctrine - which tree you are on and how far you ave researched.

The German tree is exceptionally strong on the events that aid the offensive, particularly Breakthrough and Encirclement. Stronger defensive events turn up later on. On the whole the German tree gets the most events. The German tree also gets the most effect from HQs.

The US tree is slightly balanced towards defensive events, particularly Counterattacks. The main offensive event is the Assault. The US tree is very strong overall.

The Russian tree focuses on events that sap enemy organisation at the expense of its own units strength. On the offensive this means Assaults and on the defensive Counterattacks. Until 1941 it is very weak of defense, and thereafter moderate on the defensive. It gets later on strong breakthrough chance.

The Grand Battle Plan tree starts off the strongest tree, with a high number of Counterattack and Delay defensive events. However, it is totally eclipsed on attack by 1940 and a very poor offensive performer until 1942, when it splits.

From that point, the Japanese (Infiltration Assault) tree develops many Ambush events; the French (Attritional Containment) tree develops many Assaults; and the British (Operational Stages) tree is well-balanced.

Superior Firepower

Doctrine Year Assault Encirclement Ambush Breakthrough Counterattack Delay Tactical Withdrawal HQ Off Def
Type - Off Off Off Off Def Def Def - Total Total
Start 1936 1 1 1 1 1 1 1 1.0 4 3
6010 Firepower Focus 1936 1 1 1 1 3 1 1 1.0 4 5
6020 Superior Firepower 1936 3 1 1 1 3 1 1 1.0 6 5
6040 Delay 1937 3 1 1 1 5 3 3 1.1 6 11
6050 Mobile Defense 1938 3 1 1 1 7 5 5 1.3 6 17
6060 Stand Off 1939 5 1 3 1 7 5 5 1.4 10 17
6070 Integrated Support 1940 7 2 5 2 11 5 5 1.6 16 21
6080 Regimental Combat Teams 1942 7 4 6 4 11 7 9 1.9 21 27

Combined Arms Defense

Doctrine Year Assault Encirclement Ambush Breakthrough Counterattack Delay Tactical Withdrawal HQ Off Def
Type - Off Off Off Off Def Def Def - Total Total
Start 1942 7 4 6 4 11 7 9 1.9 21 27
6090 Combined Arms Defense 1943 7 4 6 4 13 9 13 2.2 21 35
14050 Air Land Battle 1946 7 4 6 4 13 9 13 2.2 21 35

Mechanized Offense

Doctrine Year Assault Encirclement Ambush Breakthrough Counterattack Delay Tactical Withdrawal HQ Off Def
Type - Off Off Off Off Def Def Def - Total Total
Start 1942 7 4 6 4 11 7 9 1.9 21 27
6100 Mechanized Offense 1943 9 6 6 6 11 7 9 2.2 27 27
14050 Air Land Battle 1946 9 6 6 6 11 7 9 2.2 27 27

Grand Battle Plan

Doctrine Year Assault Encirclement Ambush Breakthrough Counterattack Delay Tactical Withdrawal HQ Off Def
Type - Off Off Off Off Def Def Def - Total Total
Start 1936 1 1 1 1 1 1 1 1.0 4 3
6010 Firepower Focus 1936 1 1 1 1 3 1 1 1.0 4 5
6030 Grand Battle Plan 1936 2 1 1 1 3 3 1 1.2 5 7
6120 Trench Warfare 1936 2 1 1 1 3 7 1 1.2 5 11
6110 Mass Assault 1938 4 3 3 2 7 7 1 1.2 12 15
6130 Preplanned Defense 1940 4 3 3 2 7 11 3 1.3 12 21
6140 Central Planning 1942 4 3 3 2 9 11 3 1.4 12 23

Attritional Containment

Doctrine Year Assault Encirclement Ambush Breakthrough Counterattack Delay Tactical Withdrawal HQ Off Def
Type - Off Off Off Off Def Def Def - Total Total
Start 1942 4 3 3 2 9 11 3 1.4 12 23
6150 Attritional Containment 1942 7 4 3 2 9 11 3 1.7 16 23
6180 Assault Breakthrough 1944 13 4 5 4 9 11 6 2.0 26 26
14070 Assault Concentration 1946 13 4 5 4 9 11 6 2.0 26 26

Infiltration Assault

Doctrine Year Assault Encirclement Ambush Breakthrough Counterattack Delay Tactical Withdrawal HQ Off Def
Type - Off Off Off Off Def Def Def - Total Total
Start 1942 4 3 3 2 9 11 3 1.4 12 23
6160 Infiltration Assault 1942 6 4 8 4 9 11 3 1.7 22 23
6190 Infiltration in Depth 1943 6 6 14 6 9 11 3 2.0 32 23
14070 Assault Concentration 1946 6 6 14 6 9 11 3 2.0 32 23

Operational Stages

Doctrine Year Assault Encirclement Ambush Breakthrough Counterattack Delay Tactical Withdrawal HQ Off Def
Type - Off Off Off Off Def Def Def - Total Total
Start 1942 4 3 3 2 9 11 3 1.4 12 23
6170 Operational Stages 1942 6 5 5 4 9 13 5 1.7 20 27
6200 Branch Interoperability 1944 6 9 6 6 9 13 9 2.0 27 31
14070 Assault Concentration 1946 6 9 6 6 9 13 9 2.0 27 31

Spearhead

Doctrine Year Assault Encirclement Ambush Breakthrough Counterattack Delay Tactical Withdrawal HQ Off Def
Type - Off Off Off Off Def Def Def - Total Total
Start 1936 1 1 1 1 1 1 1 1.0 4 3
6210 Mobility Focus 1936 1 1 1 1 1 1 1 1.1 4 3
6220 Spearhead 1937 3 5 2 3 3 1 1 1.3 13 5
6250 Schwerpunkt 1937 3 7 3 5 5 1 1 1.6 18 7
6260 Blitzkrieg 1938 3 11 3 9 5 1 1 1.9 26 7
6230 Delay 1939 3 11 4 9 5 5 1 2.0 27 11
6240 Elastic Defense 1940 3 11 4 9 7 7 5 2.1 27 19
6270 Kampfgruppe 1941 3 11 7 9 7 7 5 2.5 30 19
6280 Firebrigade 1943 3 11 7 9 11 9 9 2.7 30 29
6290 Spearhead HQs 1943 4 13 7 13 11 9 9 3.0 37 29

Volksturm

Doctrine Year Assault Encirclement Ambush Breakthrough Counterattack Delay Tactical Withdrawal HQ Off Def
Type - Off Off Off Off Def Def Def - Total Total
Start 1943 4 13 7 13 11 9 9 3.0 37 29
14090 Volksturm 1944 4 13 7 13 11 9 9 3.0 37 29

Modern Blitzkrieg

Doctrine Year Assault Encirclement Ambush Breakthrough Counterattack Delay Tactical Withdrawal HQ Off Def
Type - Off Off Off Off Def Def Def - Total Total
Start 1943 4 13 7 13 11 9 9 3.0 37 29
14100 Modern Blitzkrieg 1947 4 13 7 18 11 9 9 3.0 42 29

Human Wave

Doctrine Year Assault Encirclement Ambush Breakthrough Counterattack Delay Tactical Withdrawal HQ Off Def
Type - Off Off Off Off Def Def Def - Total Total
Start 1936 1 1 1 1 1 1 1 1.0 4 3
6210 Mobility Focus 1936 1 1 1 1 1 1 1 1.1 4 3
6300 Human Wave 1936 3 1 1 1 3 1 1 1.2 6 5
6310 Large Front 1937 5 2 1 3 3 1 3 1.3 11 7
6330 Deep Operations 1940 5 4 3 5 3 1 3 1.5 17 7
6320 Pocket Defense 1941 5 4 3 5 5 3 3 1.6 17 11
6340 Defense in Depth 1941 5 4 3 5 7 6 6 1.8 17 19
6350 Large Formation SOP 1941 7 4 3 5 9 6 6 2.0 19 21
6360 Breakthrough Priority 1943 9 4 3 9 9 6 6 2.25 25 21
6370 Movement Speed Offensive 1943 9 6 3 9 9 6 6 2.5 27 21
14080 Guerilla Warfare 1944 9 6 7 9 9 8 6 2.5 31 23
14060 Mechanized Wave 1946 9 6 7 9 9 8 6 2.5 31 23

Combat Event In-game Text

For the attacker:

Assault

"This represents a particularly forceful sustained attack where the attackers will suffer higher strength losses than normal but will inflict much higher organisation damage to the defenders"

Assaults are most common from nations high up the Russian and French Land Doctrine tree. It also fits well with a "Russian" play style with plentiful units and manpower.

Encirclement

"This indicates that the attacking force has briefly managed to pin down and encircle the defenders in a small area of the province. While this effect lasts the defenders will suffer much higher strength losses and the attacker will rarely suffer very much loss of organisation (although they may sustain the normal strength losses"

Ambush

"The attacker has managed to ambush the enemy forces inflicting much higher rates of strength and morale damage to the defenders while at the same time greatly reducing the amount of those same types of losses that they sustain themselves"

Breakthrough

"The attacker has managed to overrun an enemy's defences in part of the province. This will seriously disrupt the defender's organisation and reduce the strength losses sustained by the attacker"

For the defender:

Counterattack

"This is a concerted attempt by the defending side to launch a minor counter-offensive to disrupt the enemy's plans. While the defenders will suffer somewhat higher strength losses during this period they will inflict significant organisation losses on the attacker"

Delay

"The defending side is employing a delaying action that greatly reduces the amount of strength loss it sustains during this time"

Tactical Withdrawal

"During this period the defender is making a careful tactical withdrawal to a preferred combat location in the province. Both sides will sustain reduced levels of strength and organisation loss but the defender will sustain even lower organisation losses than the attacker"

See Also

Combat Range

Combat Range

Combat range is a factor in determining positioning . Each fleet has an optimum combat range it wants to achieve when entering combat, and if it achieves surprise it will have a good chance that its positioning will be high enough to start the battle at that range. For example, Transport Fleets will have their goal to escape, so their optimum range is 450 km. If this range is achieved, the transports will be able to retreat without taking damage. Meanwhile, a CTF needs to be in range for its planes to strike, and yet out of range of capital ship heavy guns. Finally, a SAG needs to close distance as much as possible in order to unleash all its firepower.

Given no surprise on either side, imagine a 15-ship CTF entering battle against a 30-ship BB SAG, with both fleets led by comparable leaders and composed of medium tech vessels. Since neither side is advantaged by surprise, the longest ranged ship on either side will tend to set the initial engagement distance. That will of course be the CVs whose combat range will likely be around 180km at medium tech. The next longest ranged ship is the Super Battleship, which has a range of approximately 40km. That means the BBs will have to close the distance by about 140km before they can even shoot back, all the while being bombed by the enemy planes. In HoI2, CVs ruled the seas for this reason, with the only exception of night battles and bad weather. Starting in Doomsday, however, balance was restored: with the introduction of light carriers, it became possible for an SAG with CVLs to close distance.

Combat Range in Naval battles has an optimal value. This value is believed to be calculated as described below

Optimal Range will always be 90% of the maximum range of the shortest range of the highest ship class.

i.e. If you have two Capital Ship 's in a fleet. One with a range of 30 and the other with a range of 28, the optimal range will be 90% of 28.
NOTE , Range of a lower class is ignored. If you have a Capital Ship in a fleet with a range of 28 and the rest of the fleet is Screen Ship 's with ranges of 32 the optimal range will be 90% of the range of the Capital Ship (i.e. 90% of 28) The range of the Screen Ship 's is ignored.

Combined Arms

Combined Arms is a combat modifier that can be acheaved via mixed formations (refer Land Combat Efficiency FAQ )

Comintern

The Comintern is one of three major alliances in HoI. Comintern is led by USSR and generally built amongst left-wing authoritarian governments. In real life Comintern was political international of communist and socialist parties, what funded for example Mao Zedong's Chinese communist rebels . It is also known as Com munist Intern ational or Third International .

Members

Command Penalty Capacity

Command Penalty Capacity (i.e. the -75% penalty)

  1. When you group your armies its essential that you understand that each leader has a Command Penalty Capacity (CPC).
  2. This is a parameter for each stack. It is worked out separately for each stack. Stack is defined above as the number of units/divisions in a province.
  3. If the total number of units in the stack exceeds the Command Penalty Capacity when attacking, then the excess units in that stack receive a -75% penalty.
  4. For each attacking stack, it is the capacity of the most senior leader in the stack.
    • if the most senior leader is an FM, then it is 12
    • if the most senior leader is an GEN, then it is 9
    • if the most senior leader is an LT, then it is 3
    • if the most senior leader is an MJ, then it is 1
  5. For a defending stack it is the sum of all the leaders present in the stack. (Unless you are being attacked by aircraft- according to the manual defence from aircraft is handled as per attack- each stack is assessed individually)
  6. Thus if we have 13 units in an attacking formation commanded by a FM (display of 13/12), one unit will have a -75% penalty. If the units were defending the display would also read 13/12. If we have 13 units units in a territory, but 12 of them will be under a FM and the 13th will be under a LT and the stack was attacking (from one territory) then the display would read 13/12 - the 13th unit would be at -75%. If the same units were defending then the CPC will be 15 (FM 12 + LT 3 = display 13/15) thus no unit will get a -75% penalty, but ONLY if they are defending.
  7. The stack capacity for all the formations in a province may be doubled by an HQ adjacent or in the same province. The HQ does not have to be present at the start of the combat - as soon as the HQ becomes adjacent to or present at an existing combat, the combat efficiency values alter accordingly.
    • if the most senior leader is an FM, stack capacity is doubled to 24
    • if the most senior leader is an GEN, stack capacity is doubled to 18
    • if the most senior leader is an LT, stack capacity doubled to 6
    • if the most senior leader is an MJ, stack capacity is doubled to 2
    1. Note that stack capacity and formation capacity are different things as explained below in the HQ, skills, and traits section.
  8. Thus in the same situation, but with a HQ present as one of those 13 units, we would have a CPC of 24 if one formation was commanded by a FM, and a CPC of 30, if a second formation was commanded by a LT. No unit will get the -75% penalty command capacity penalty.
  9. The units receiving the penalty are the lowest ones in the formation list for a stack.
  10. There is a limit to the number of ATTACKERS in one stack - 24 per territory (under an FM with a HQ present - 18 if the highest is a general with HQ and so on). If there is no HQ in the area then the CPC will be max 12/FM, 9/G, 3LT & 1MJ. So in the above example if 13 units (12 for FM and 1 LT) attacked from one province with a HQ the display will read 13/24.
  11. This means that if you attack with an FM+23 units from one direction, and an FM+25 units from another direction, the combat screen will show 48/48 (if a HQ is present/nearby province), but in fact one of your units will get a -75% penalty.
  12. There is no limit to the amount of DEFENDERS in the stack as long as you have enough command capacity to cover all the units.
  13. There is no extra benefit for NOT using the full CPC - i.e. placing 9 units under a FM (9/12).

Communist China

Introduction

Playing as Communist China can be very challenging, but also very rewarding at the end. You start small, you are at war and nobody likes you. Your main opponent is Nationalist China - your neighbors with different ideology that are so desperate to get rid of you. And if you're not careful, they will do so without hesitation.

Gameplay

Here are a few considerations about Communist China's general gameplay. More specific options are discussed in the "Strategies" part.

Research

As Communist China, research depends largely on what grand strategy you chose from the start (see : Strategies).

Communist China has decent tech teams for infantry, artillery and some industrial techs ; and a hardly average team for land doctrines. All other research fields are terrible : you especially have no tech team until past 1945 able to do naval or air research. Which doesn't mean that you will not need said techs : just that it will take years to complete.

Globally, if you plan to do anything else but wage a land war with infantry divisions, you will have to plan it very early.

If you're patient enough to play the game into the late 40's and 50's, a few good tech teams become available for naval, air and even nuclear research. But by that time you will probably be already annexed by Nationalist China... or already the master of the world.

Construction

Communist China starts with a rather large manpower pool, and also enjoys the blueprints for "infantry 1936", which makes infantry the most suited unit to produce from the start. Do not overlook the usefulness of militia : they can be lifesavers when you need to defend a front while sending your best troops to an offensive elsewhere. Artillery brigades are also very useful, to hold the frontline or to launch offensives with reduced losses against Japanese troops.

Remeber that Communist China's manpower poll, though large, is not infinite, especially if you remain in your 3 home provinces from the start : brigaded infantry divisions can be more appropriate than swarms of militia if manpower becomes scarce, especially if your commanders reach their command limit.

Mountain units can be very useful, but they take longer and are more expensive. There are a lot of mountains in China though, so it's up to you. Don't bother building tanks or mec/mot divisions because you simply have no fuel to support them.

Since you will wage a war of large infantry armies against other large infantry armies (be it Japan or Nationalist China), you will absolutely need at least one headquarter to be able to launch large offensives.

Some possible strategies (see : Strategies) will require a navy, which basically means a very early planning, too.

Trade

Your natural trade partner from the start of the game is the Soviet Union. As long as you are not at war with Sinkiang or have some sort of access to Mongolia, you will be able to trade with them.

Nevertheless, provided you are at peace or have a free access to the sea (i.e., before the war against Japan), you can trade with virtually anyone : the UK or France will often offer you fair deals despite the poor relation.

A general HOI2 tip which is especially useful for Communist China : when trading with a partner with whom you have a poor relation, remember to make numerous small deals so that the relations raise up quickly over time : every deal where 1 or more units of raw materials is exchanged helps to improve the relation. Even with a trade partner who totally hates you (e.g. Japan), you can make a series of small, one-sided deals (e.g. one energy against nothing), and the relation will quickly raise up to +50. You can then cancel those deals without suffering any other penalty than the monetary cost of cancelling a deal (remember to group all deals with that country beforehand).

Diplomacy

Everybody except for Soviet Union pretty much hates you. Unfortunately, the USSR is quite isolationist at the beginning of the game, and will not let you enter an alliance until it's too late.

Moreover, you start with very little income : you should think carefully about whom you need to influence past +50. Nevertheless, when trying to gain the favors of another country, you can and should always use trade deals to raise the relation from -200 to +50. (see : Trade)

Military

Communist China does not have so many leaders, but enjoys a rather large manpower pool : ultimately, you want all your leaders to be field marshals, to be able to lead large armies into battle. To obtain that, split your initial army into armies of one division each, to let as many leaders as possible gain experience. Promote them before their skill level is too high, so that they keep earning experience at a fast pace. My advice : promote every leader who reaches skill 3 - or skill 2 if you really need high rank leaders quickly. But if you're a hardcore gamer, look into your leader's stats to see what max rank and max skill they have, and act accordingly...

Your initial troops enjoy high experience : do not let it drop after many casualties. Be careful to stop battles when the outcome does not look good, and make sure to reinforce to max strength after each battle so as not to dilute the experienced troops too much at once.

Sliders

You start full central planning, totally left and authoritarian. There's no use moving those sliders since it would take years to obtain the bonuses from the other end of the ladder.

But you can start switching toward "professional army" since your default land doctrine path ("human wave") does not give a very high organisation by itself. "Interventionism" is another option, but your consumer goods needs are already quite low, so the benefits are not huge : besides that, Mao has a trait that will let your belligerence diminish faster during peace time but increase during war time, adding to the "interventionism" slider effect.

Strategies

Foreword

The difficulty with playing Com. China is that the global strategy that will best serve your goals depends entirely on random factors, of which you have no control. These random factors are :

The different strategies exposed here are designed to deal with different risk/reward approaches regarding those random factors.

Important warning ! The annexion of Nationalist China, mentioned in several strategies as a possible option, is at best uneasy : after Nationalist China defeats Guangxi Clique, there is a Chinese victory point in Hainan, which is separated from the mainland by a narrow body of water. The Chinese fleet, though small, can block its access to your troops. If you're lucky they will let your troops cross the strait ; but if the AI has minimal skill, they won't. On top of that, your initial provinces have no access to the sea ; Shanxi (once you annex them...) do offer shore provinces but no harbor ; and you start without the technologies needed to build an harbor and any kind of warship. If you want to have anything floating at sea before mid-1937 to land in Hainan and annex Nationalist China, you will have to plan it very carefully from the start (see below : "The Way of the Wanderer" for details).

The Way of Passivity

This is the "historical" way : do nothing from the start except defend your initial position, and later wage war against Japan along the rest of China.

You hope that Nat. China will hold against Japan, that Japan will declare war against the USA and lose, that the USSR will declare war against Japan and win, and that the "Manchuria to Mao" event will happen. Then hope for the best when the Chinese civil war reignites.

I personnaly never saw the "Manchuria to Mao" event trigger in a 1936 campaign : the game needs to play absolutely historically until the end of the war in the Pacific, and chances are that it won't.

In this Way, you will be restricted to your base 5 IC, 1 tech slot and 3 provinces until Japan is defeated, but you will be allied with Nat. China and the warlords. Raise your relation with Nat. China and trade for blueprints so you can make the maximum with your only tech slot.

The Way of Prudence

This way supposes that Nat. China will choose peace at the Xi'an incident. It differs slightly from the historical path, but with the same aim : to make sure to oust Japan out of China.

In the war against Nat. China, let your commanders gain as much experience as they can, but avoid to destroy Nat. Chinese armies. When the Xi'an incident event fire :

As soon as your troops have redeployed in your mainland after the Xi'an incident, the next step is to attack and annex Shanxi. Since they are not yet allied with Nat. China, they will not be automatically annexed when you have more than 50% of their victory points : take your time and conquer them fully with minimal losses. You can even stay at war a little longer to spare consumer goods : in that case, remember to annex before the Unified front triggers. Shanxi may make what seems an extremely generous peace offer, but the moment you accept it Japan will DOW you.

Now that Shanxi has been conquered, you share a border with Japan : it's vital to raise your relation with Japan to +50 as soon as possible, even before the annexation of Shanxi (see : Trade) or they will declare war against you (and you only) long before the Marco Polo bridge incident.

You now have 21 IC, 2 tech slots, and about 1 year to prepare for the Japanese invasion.

PROs

CONs

The Way of War

The goal is here to defeat Nat. China before the war against Japan.

During the first months of the game :

If Nat. China chooses peace (most likely option)

Redeployed in Yan'an : your next goal is Shanxi. As soon as your troops are ready, declare war and rush to annex.

Then mass your troops in the newly conquered Jinan (southern border with Nat. China). The war between Guangxi Clique and Nat. China should start very soon : as soon as it happens, declare war against Nat. China and rush to Nanjing and Shanghai while their troops are away, then fortify a defensive line and try to hold your gains.

Pocket and destroy as many divisions as you can. If Guangxi is doing well, use their border as an anvil to destroy nat. Chinese forces. Guangxi usually does not last long though, but you now have more IC than Nat. China, and eventually more tech teams : outproduce them and maybe you'll be able to annex before Japan enters the dance.

Note that since annexion of Nationalist China is quite difficult and largely random due to the victory point in Hainan, your best choice would probably be to puppet Nat. China : you will receive everything excepted Nanjing ( see the "important warning" in the foreword about annexion ). Another option is to sign a peace treaty giving you as much of China as possible, including Hainan : and then to shamelessly break it and conquer what remains (if you don't mind playing dirty and seeing your belligerance skyrocket).

If the nationalists are still too strong to let you hope a quick victory (June 1937 is your deadline here), try to obtain a favorable peace, including the province of Lanzhou. If you still have time, now that you have a land connexion to the warlords, try to conquer Yunnan and what remains of Guangxi Clique (6 IC and 8 IC respectively), then prepare to defend against Japan. It's unlikely that you'll have time to go after Tibet and Sinkyang in the far west.

If Japan declares war before you could defeat Nat. China, try to obtain a favorable peace treaty. Don't expect too much though : even if you obtain a large buffer of provinces across the Yellow River, you still won't receive that many IC or ressources.

With this strategy, it is vital to raise your relation with Japan as soon as possible : offer them a new deal of 1 something against nothing every week until you reach +50 - if you don't do that they will declare war against you, while all your troops are deep down into China, and you'll have a hard time to recover (and you'll be forced to accept any peace treaty Nat. China will be ready to take altogether).

If the Xi'an incident does not fire or if Nat. China chooses war

Continue from you positions toward Nanjing. Try to annex Nat. China, if you can. If the annexion seems too difficult to reach, try to obtain a peace treaty where you receive at least Lanzhou. Once Nat. China is annexed or once you have Lanzhou, go and conquer Yunnan, Guangxi and Shanxi. If you lack time before the Japanese aggression, conquer only Shanxi.

If Nat. China chooses to forge the united front

As usual : you're bound to follow the Way of Passivity.

PROs

CONs

The Way of the Wanderer

This is the strategy that will give you the best possible outcome as Communist China in the 1936 campaign, but it requires a very careful micromanagement. The main goal is to annex several warlords then to ally with Nationalist China against Japan. Ultimately, you will be able to conquer Japan before the USA or USSR.

It assumes that the AI will choose the most likely option at each multiple choices event.

If you follow this way, you will need at each step to prepare the next step very carefully, even before your current goals are met : you must never, ever, overkill anything, because you can not affort any delay or waste of resources. Notably, you will need to plan the production of a navy from the very start of the game.

First step : before the Xi'an incident

Your goals here are to train your commanders (not unlike the "Way of Prudence") and to start preparing the production of your first naval taskforce.

In detail :

Second step : after the Xi'an incident, Shanxi

Here we assume that Nationalist China choses "peace" at the Xi'an incident (if they chose "arrest them all", see the Way of War).

As soon as you're at peace with Nationalist China, rush into Shanxi. Your goal here is to start building a harbour as soon as possible, while securing your diplomatic position.

In detail :

Third step : overseas, Guangxi Clique

Your harbor (lvl 1) should be completed around March 1937. You should also have 2 transport ships and 30 convoys. That's enough for an amphibious assault against Guangxi Clique. You should land in Guangxi with a couple mountaineer divisions, and ferry all your army there as quickly as possible. When your beachhead is strong, try to annex Guangxi as fast as possible. When this is done, ferry your troops back to Northern China.

Your goal here is to annex Guangxi quickly and prepare to defend against the Japanese aggression.

In detail :

Optional fourth step : Yunnan

Guangxi Clique being not too hard to defeat once your troops have been able to cross the Xi River, you can eventually divert your best troops to wage war against Yunnan. It's unlikely that you will have enough time to annex, but if you manage to capture the capital (Kunming), you can negociate of peace treaty where you gain many province from Yunnan, or even puppet them.

Since in any case you will not receive the capital Kunming, those provinces will not be much use (very few resources and a TC drain), but they may prove strategically useful when the Chinese civil war reignites. But until then, you'll have a war to win against Japan.

This fourth step is a high-risk, low-gain option, and is generally not advised.

Fifth step : defend the homeland against Japan

You have now 41 base IC and 3 tech teams : things are looking good, but it's about July 1937 : Japan will start WW2 about now.

You must hold the northern front along with Nationalist China, with whom you are now allied, and you'll probably have to hold it alone when Japan lands around Nanjing. You will have a couple years of heavy, defensive fighting in the Shanxi area, but then you should be able to push Japan back into Manchuria and even Korea.

Your other goal during this phase is to research what is needed to build a powerful navy.

In detail :

Sixth step : prepare the invasion of Japan

If you did well, you should occupy Manchuria around 1940, then Korea. You will then have something like 80 IC, and 4 or 5 tech teams, enough to let you hope a victory against Japan, weakened after their lost battle in China.

Your goal here is to build a navy powerful enough to protect an amphibious landing during a few days. Do not hope to sink the whole Japanese fleet though.

In detail :

Seventh step : the fall of Japan and the Chinese civil war

Be careful with your navy and try to secure a beachhead in the Japanese homeland : the rest of the conquest should be easy. Just remember to protect your navy in a harbour when it's not protecting a landing, and to build enough convoys to keep your troops supplied.

After that, you can either :

Once Japan is defeated, remember that your first and main goal is still to bring the joy of socialism to the Chinese masses : you can delay the puppeting/annexion of Japan and farm their IC until you're sure to outpower Nationalist China in the civil war to come.


PROs

CONs

The Way of Intrigue

This is the most ahistorical route, and some may consider it gamey. However, it is the easiest and fastest way to win the Chinese Civil War, which will give you an advantage when finally taking on Japan. This strategy is best for those who are having difficulaty fighting Japan with the rest of China early on in the game.

Assuming that Nationalist China chooses peace at Xi'an

The initial goals for this strategy are very much similar to those outlined in the Way of the Wanderer, that is, you must rush to annex Shanxi and build a port at Tianjin in preparation for the invasion of Guangxi Clique. Beware- you will only have a three months at the most to annex the country before Japan DOWs nationalist China, at which point not only will the Nationalists annex all of Guangxi, but declare war on you. Timing is thus crucial- make a beeline for the four or so victory points which are pretty far inland.

This next stage is where this strategy becomes more interesting. Rather than ally with the rest of China against Japan, you actually want to declare war on the Nationalists, at which point you can join an alliance with Japan. (assuming that you have increased relations to +50 through trade). This will allow waves a Japanese troops to pour in from Manchuria, conquring land for you as they go. Allow a year or so of infantry production before you go to war, however, so around early 1939, or a few months earlier if you think you are ready. Another benefit of this alliance is the blueprints that you will recieve from Japan, and if you are lucky (I was) they will generously give you Taiwan and some territories bordering Manchuko. You'll get the latter if AI Japan chooses "Total Occupation" when it gets "The Fate of China."

In the south, where Guangxi clique once was, you must set up defensive positions with mountaineers before the war starts. Concentrate your defenses on heavy industrial areas, especially Guangzhou and Guilin, which supply a third of your industrial base. In the south, your only goal is defense, do not waste men and organization trying to make insubstantial gains. Your efforts here wil be bolstered by Japanese troops from indochina once they recieve it in 1941 as well.

Japan will make a landing in Shanghai in late 1939-early 1940 with a substantial amount of troops (30+ divisions) do not fret, however, as you will recieve the land that Japan conqured onnce you annex the nationals. Besides, durring my playthroughs, Japan took Shanghai and Nanjing and just sat there for the rest of the war.

The rest of China

You should annex the nationals sometime around 1941. Be sure to leave your alliance with Japan as soon as peace is achieved, as Japan will soon attack Pearl harbor, which will drag you into an unwanted war with the allies. This betrayal will anger the Japanese to well under -50 relations, and they will likely declare war on you, especially once you provoke war with Yunnan and Sinkiang, if you do not improve relations through trade. Your next step was given away in the last sentence- finish the unification of China by annexing Sinkiang and Yunnan.

By now, your belligerence will be among the highest in the world, at around 100. The allies, and more importantly Britain, with whom you now share a border, hate you. Improving relations through trade is of the utmost importance, lest they try to take a bite of your new People's Republic.

China as a Superpower

By now, you have 135 base IC and huge manpower base. Your only formidable rivals now are the U.S., Japan, and Germany. The next steps that you take are pretty much up to you. If the Soviets are losing badly on the eastern front, you could loan them some troops to fight the Germans. 40 or so experienced Chinese divisions could tip the balance in favor of communism. If you do this, however, you are resigning your final fight against Japan until much later, perhaps even after 1945.

If, on the other hand, you are itching to reclaim Manchuria, then you must build up you ground forces considerably. construct coastal fortifications and deploy garrisons to coastal provinces with beaches, and build up troops on the northern border. If the game has gone at least partially historically, Japan will be at war with the U.S. and its armed forces will be tied up elsewhere. If you've started research on naval techs, then an amphibious assault on the home islands is plausible. If not, then hold on to your coastal provinces until either the Soviets or the U.S. end the war in the pacific.

Now that you have achieved you ultimate goal, you can turn your attention to building a massive Asian superpower. Who knows? by the 1960s people from New York to Tokyo could be embracing socialism.

PROs

CONs

Conclusion

Although the game can be very challenging and at times impossible, you will end up having huge benefits if you succeed. Your IC will be at least 250 (after modifications) if not more, your manpower 3.11 or so a day, you will literally be almost twice as powerful as Nat China would have been with same amount of land.

PROs


CONs

Communist China

Introduction

Playing as Communist China can be very challenging, but also very rewarding at the end. You start small, you are at war and nobody likes you. Your main opponent is Nationalist China - your neighbors with different ideology that are so desperate to get rid of you. And if you're not careful, they will do so without hesitation.

Gameplay

Here are a few considerations about Communist China's general gameplay. More specific options are discussed in the "Strategies" part.

Research

As Communist China, research depends largely on what grand strategy you chose from the start (see : Strategies).

Communist China has decent tech teams for infantry, artillery and some industrial techs ; and a hardly average team for land doctrines. All other research fields are terrible : you especially have no tech team until past 1945 able to do naval or air research. Which doesn't mean that you will not need said techs : just that it will take years to complete.

Globally, if you plan to do anything else but wage a land war with infantry divisions, you will have to plan it very early.

If you're patient enough to play the game into the late 40's and 50's, a few good tech teams become available for naval, air and even nuclear research. But by that time you will probably be already annexed by Nationalist China... or already the master of the world.

Construction

Communist China starts with a rather large manpower pool, and also enjoys the blueprints for "infantry 1936", which makes infantry the most suited unit to produce from the start. Do not overlook the usefulness of militia : they can be lifesavers when you need to defend a front while sending your best troops to an offensive elsewhere. Artillery brigades are also very useful, to hold the frontline or to launch offensives with reduced losses against Japanese troops.

Remeber that Communist China's manpower poll, though large, is not infinite, especially if you remain in your 3 home provinces from the start : brigaded infantry divisions can be more appropriate than swarms of militia if manpower becomes scarce, especially if your commanders reach their command limit.

Mountain units can be very useful, but they take longer and are more expensive. There are a lot of mountains in China though, so it's up to you. Don't bother building tanks or mec/mot divisions because you simply have no fuel to support them.

Since you will wage a war of large infantry armies against other large infantry armies (be it Japan or Nationalist China), you will absolutely need at least one headquarter to be able to launch large offensives.

Some possible strategies (see : Strategies) will require a navy, which basically means a very early planning, too.

Trade

Your natural trade partner from the start of the game is the Soviet Union. As long as you are not at war with Sinkiang or have some sort of access to Mongolia, you will be able to trade with them.

Nevertheless, provided you are at peace or have a free access to the sea (i.e., before the war against Japan), you can trade with virtually anyone : the UK or France will often offer you fair deals despite the poor relation.

A general HOI2 tip which is especially useful for Communist China : when trading with a partner with whom you have a poor relation, remember to make numerous small deals so that the relations raise up quickly over time : every deal where 1 or more units of raw materials is exchanged helps to improve the relation. Even with a trade partner who totally hates you (e.g. Japan), you can make a series of small, one-sided deals (e.g. one energy against nothing), and the relation will quickly raise up to +50. You can then cancel those deals without suffering any other penalty than the monetary cost of cancelling a deal (remember to group all deals with that country beforehand).

Diplomacy

Everybody except for Soviet Union pretty much hates you. Unfortunately, the USSR is quite isolationist at the beginning of the game, and will not let you enter an alliance until it's too late.

Moreover, you start with very little income : you should think carefully about whom you need to influence past +50. Nevertheless, when trying to gain the favors of another country, you can and should always use trade deals to raise the relation from -200 to +50. (see : Trade)

Military

Communist China does not have so many leaders, but enjoys a rather large manpower pool : ultimately, you want all your leaders to be field marshals, to be able to lead large armies into battle. To obtain that, split your initial army into armies of one division each, to let as many leaders as possible gain experience. Promote them before their skill level is too high, so that they keep earning experience at a fast pace. My advice : promote every leader who reaches skill 3 - or skill 2 if you really need high rank leaders quickly. But if you're a hardcore gamer, look into your leader's stats to see what max rank and max skill they have, and act accordingly...

Your initial troops enjoy high experience : do not let it drop after many casualties. Be careful to stop battles when the outcome does not look good, and make sure to reinforce to max strength after each battle so as not to dilute the experienced troops too much at once.

Sliders

You start full central planning, totally left and authoritarian. There's no use moving those sliders since it would take years to obtain the bonuses from the other end of the ladder.

But you can start switching toward "professional army" since your default land doctrine path ("human wave") does not give a very high organisation by itself. "Interventionism" is another option, but your consumer goods needs are already quite low, so the benefits are not huge : besides that, Mao has a trait that will let your belligerence diminish faster during peace time but increase during war time, adding to the "interventionism" slider effect.

Strategies

Foreword

The difficulty with playing Com. China is that the global strategy that will best serve your goals depends entirely on random factors, of which you have no control. These random factors are :

The different strategies exposed here are designed to deal with different risk/reward approaches regarding those random factors.

Important warning ! The annexion of Nationalist China, mentioned in several strategies as a possible option, is at best uneasy : after Nationalist China defeats Guangxi Clique, there is a Chinese victory point in Hainan, which is separated from the mainland by a narrow body of water. The Chinese fleet, though small, can block its access to your troops. If you're lucky they will let your troops cross the strait ; but if the AI has minimal skill, they won't. On top of that, your initial provinces have no access to the sea ; Shanxi (once you annex them...) do offer shore provinces but no harbor ; and you start without the technologies needed to build an harbor and any kind of warship. If you want to have anything floating at sea before mid-1937 to land in Hainan and annex Nationalist China, you will have to plan it very carefully from the start (see below : "The Way of the Wanderer" for details).

The Way of Passivity

This is the "historical" way : do nothing from the start except defend your initial position, and later wage war against Japan along the rest of China.

You hope that Nat. China will hold against Japan, that Japan will declare war against the USA and lose, that the USSR will declare war against Japan and win, and that the "Manchuria to Mao" event will happen. Then hope for the best when the Chinese civil war reignites.

I personnaly never saw the "Manchuria to Mao" event trigger in a 1936 campaign : the game needs to play absolutely historically until the end of the war in the Pacific, and chances are that it won't.

In this Way, you will be restricted to your base 5 IC, 1 tech slot and 3 provinces until Japan is defeated, but you will be allied with Nat. China and the warlords. Raise your relation with Nat. China and trade for blueprints so you can make the maximum with your only tech slot.

The Way of Prudence

This way supposes that Nat. China will choose peace at the Xi'an incident. It differs slightly from the historical path, but with the same aim : to make sure to oust Japan out of China.

In the war against Nat. China, let your commanders gain as much experience as they can, but avoid to destroy Nat. Chinese armies. When the Xi'an incident event fire :

As soon as your troops have redeployed in your mainland after the Xi'an incident, the next step is to attack and annex Shanxi. Since they are not yet allied with Nat. China, they will not be automatically annexed when you have more than 50% of their victory points : take your time and conquer them fully with minimal losses. You can even stay at war a little longer to spare consumer goods : in that case, remember to annex before the Unified front triggers. Shanxi may make what seems an extremely generous peace offer, but the moment you accept it Japan will DOW you.

Now that Shanxi has been conquered, you share a border with Japan : it's vital to raise your relation with Japan to +50 as soon as possible, even before the annexation of Shanxi (see : Trade) or they will declare war against you (and you only) long before the Marco Polo bridge incident.

You now have 21 IC, 2 tech slots, and about 1 year to prepare for the Japanese invasion.

PROs

CONs

The Way of War

The goal is here to defeat Nat. China before the war against Japan.

During the first months of the game :

If Nat. China chooses peace (most likely option)

Redeployed in Yan'an : your next goal is Shanxi. As soon as your troops are ready, declare war and rush to annex.

Then mass your troops in the newly conquered Jinan (southern border with Nat. China). The war between Guangxi Clique and Nat. China should start very soon : as soon as it happens, declare war against Nat. China and rush to Nanjing and Shanghai while their troops are away, then fortify a defensive line and try to hold your gains.

Pocket and destroy as many divisions as you can. If Guangxi is doing well, use their border as an anvil to destroy nat. Chinese forces. Guangxi usually does not last long though, but you now have more IC than Nat. China, and eventually more tech teams : outproduce them and maybe you'll be able to annex before Japan enters the dance.

Note that since annexion of Nationalist China is quite difficult and largely random due to the victory point in Hainan, your best choice would probably be to puppet Nat. China : you will receive everything excepted Nanjing ( see the "important warning" in the foreword about annexion ). Another option is to sign a peace treaty giving you as much of China as possible, including Hainan : and then to shamelessly break it and conquer what remains (if you don't mind playing dirty and seeing your belligerance skyrocket).

If the nationalists are still too strong to let you hope a quick victory (June 1937 is your deadline here), try to obtain a favorable peace, including the province of Lanzhou. If you still have time, now that you have a land connexion to the warlords, try to conquer Yunnan and what remains of Guangxi Clique (6 IC and 8 IC respectively), then prepare to defend against Japan. It's unlikely that you'll have time to go after Tibet and Sinkyang in the far west.

If Japan declares war before you could defeat Nat. China, try to obtain a favorable peace treaty. Don't expect too much though : even if you obtain a large buffer of provinces across the Yellow River, you still won't receive that many IC or ressources.

With this strategy, it is vital to raise your relation with Japan as soon as possible : offer them a new deal of 1 something against nothing every week until you reach +50 - if you don't do that they will declare war against you, while all your troops are deep down into China, and you'll have a hard time to recover (and you'll be forced to accept any peace treaty Nat. China will be ready to take altogether).

If the Xi'an incident does not fire or if Nat. China chooses war

Continue from you positions toward Nanjing. Try to annex Nat. China, if you can. If the annexion seems too difficult to reach, try to obtain a peace treaty where you receive at least Lanzhou. Once Nat. China is annexed or once you have Lanzhou, go and conquer Yunnan, Guangxi and Shanxi. If you lack time before the Japanese aggression, conquer only Shanxi.

If Nat. China chooses to forge the united front

As usual : you're bound to follow the Way of Passivity.

PROs

CONs

The Way of the Wanderer

This is the strategy that will give you the best possible outcome as Communist China in the 1936 campaign, but it requires a very careful micromanagement. The main goal is to annex several warlords then to ally with Nationalist China against Japan. Ultimately, you will be able to conquer Japan before the USA or USSR.

It assumes that the AI will choose the most likely option at each multiple choices event.

If you follow this way, you will need at each step to prepare the next step very carefully, even before your current goals are met : you must never, ever, overkill anything, because you can not affort any delay or waste of resources. Notably, you will need to plan the production of a navy from the very start of the game.

First step : before the Xi'an incident

Your goals here are to train your commanders (not unlike the "Way of Prudence") and to start preparing the production of your first naval taskforce.

In detail :

Second step : after the Xi'an incident, Shanxi

Here we assume that Nationalist China choses "peace" at the Xi'an incident (if they chose "arrest them all", see the Way of War).

As soon as you're at peace with Nationalist China, rush into Shanxi. Your goal here is to start building a harbour as soon as possible, while securing your diplomatic position.

In detail :

Third step : overseas, Guangxi Clique

Your harbor (lvl 1) should be completed around March 1937. You should also have 2 transport ships and 30 convoys. That's enough for an amphibious assault against Guangxi Clique. You should land in Guangxi with a couple mountaineer divisions, and ferry all your army there as quickly as possible. When your beachhead is strong, try to annex Guangxi as fast as possible. When this is done, ferry your troops back to Northern China.

Your goal here is to annex Guangxi quickly and prepare to defend against the Japanese aggression.

In detail :

Optional fourth step : Yunnan

Guangxi Clique being not too hard to defeat once your troops have been able to cross the Xi River, you can eventually divert your best troops to wage war against Yunnan. It's unlikely that you will have enough time to annex, but if you manage to capture the capital (Kunming), you can negociate of peace treaty where you gain many province from Yunnan, or even puppet them.

Since in any case you will not receive the capital Kunming, those provinces will not be much use (very few resources and a TC drain), but they may prove strategically useful when the Chinese civil war reignites. But until then, you'll have a war to win against Japan.

This fourth step is a high-risk, low-gain option, and is generally not advised.

Fifth step : defend the homeland against Japan

You have now 41 base IC and 3 tech teams : things are looking good, but it's about July 1937 : Japan will start WW2 about now.

You must hold the northern front along with Nationalist China, with whom you are now allied, and you'll probably have to hold it alone when Japan lands around Nanjing. You will have a couple years of heavy, defensive fighting in the Shanxi area, but then you should be able to push Japan back into Manchuria and even Korea.

Your other goal during this phase is to research what is needed to build a powerful navy.

In detail :

Sixth step : prepare the invasion of Japan

If you did well, you should occupy Manchuria around 1940, then Korea. You will then have something like 80 IC, and 4 or 5 tech teams, enough to let you hope a victory against Japan, weakened after their lost battle in China.

Your goal here is to build a navy powerful enough to protect an amphibious landing during a few days. Do not hope to sink the whole Japanese fleet though.

In detail :

Seventh step : the fall of Japan and the Chinese civil war

Be careful with your navy and try to secure a beachhead in the Japanese homeland : the rest of the conquest should be easy. Just remember to protect your navy in a harbour when it's not protecting a landing, and to build enough convoys to keep your troops supplied.

After that, you can either :

Once Japan is defeated, remember that your first and main goal is still to bring the joy of socialism to the Chinese masses : you can delay the puppeting/annexion of Japan and farm their IC until you're sure to outpower Nationalist China in the civil war to come.


PROs

CONs

The Way of Intrigue

This is the most ahistorical route, and some may consider it gamey. However, it is the easiest and fastest way to win the Chinese Civil War, which will give you an advantage when finally taking on Japan. This strategy is best for those who are having difficulaty fighting Japan with the rest of China early on in the game.

Assuming that Nationalist China chooses peace at Xi'an

The initial goals for this strategy are very much similar to those outlined in the Way of the Wanderer, that is, you must rush to annex Shanxi and build a port at Tianjin in preparation for the invasion of Guangxi Clique. Beware- you will only have a three months at the most to annex the country before Japan DOWs nationalist China, at which point not only will the Nationalists annex all of Guangxi, but declare war on you. Timing is thus crucial- make a beeline for the four or so victory points which are pretty far inland.

This next stage is where this strategy becomes more interesting. Rather than ally with the rest of China against Japan, you actually want to declare war on the Nationalists, at which point you can join an alliance with Japan. (assuming that you have increased relations to +50 through trade). This will allow waves a Japanese troops to pour in from Manchuria, conquring land for you as they go. Allow a year or so of infantry production before you go to war, however, so around early 1939, or a few months earlier if you think you are ready. Another benefit of this alliance is the blueprints that you will recieve from Japan, and if you are lucky (I was) they will generously give you Taiwan and some territories bordering Manchuko. You'll get the latter if AI Japan chooses "Total Occupation" when it gets "The Fate of China."

In the south, where Guangxi clique once was, you must set up defensive positions with mountaineers before the war starts. Concentrate your defenses on heavy industrial areas, especially Guangzhou and Guilin, which supply a third of your industrial base. In the south, your only goal is defense, do not waste men and organization trying to make insubstantial gains. Your efforts here wil be bolstered by Japanese troops from indochina once they recieve it in 1941 as well.

Japan will make a landing in Shanghai in late 1939-early 1940 with a substantial amount of troops (30+ divisions) do not fret, however, as you will recieve the land that Japan conqured onnce you annex the nationals. Besides, durring my playthroughs, Japan took Shanghai and Nanjing and just sat there for the rest of the war.

The rest of China

You should annex the nationals sometime around 1941. Be sure to leave your alliance with Japan as soon as peace is achieved, as Japan will soon attack Pearl harbor, which will drag you into an unwanted war with the allies. This betrayal will anger the Japanese to well under -50 relations, and they will likely declare war on you, especially once you provoke war with Yunnan and Sinkiang, if you do not improve relations through trade. Your next step was given away in the last sentence- finish the unification of China by annexing Sinkiang and Yunnan.

By now, your belligerence will be among the highest in the world, at around 100. The allies, and more importantly Britain, with whom you now share a border, hate you. Improving relations through trade is of the utmost importance, lest they try to take a bite of your new People's Republic.

China as a Superpower

By now, you have 135 base IC and huge manpower base. Your only formidable rivals now are the U.S., Japan, and Germany. The next steps that you take are pretty much up to you. If the Soviets are losing badly on the eastern front, you could loan them some troops to fight the Germans. 40 or so experienced Chinese divisions could tip the balance in favor of communism. If you do this, however, you are resigning your final fight against Japan until much later, perhaps even after 1945.

If, on the other hand, you are itching to reclaim Manchuria, then you must build up you ground forces considerably. construct coastal fortifications and deploy garrisons to coastal provinces with beaches, and build up troops on the northern border. If the game has gone at least partially historically, Japan will be at war with the U.S. and its armed forces will be tied up elsewhere. If you've started research on naval techs, then an amphibious assault on the home islands is plausible. If not, then hold on to your coastal provinces until either the Soviets or the U.S. end the war in the pacific.

Now that you have achieved you ultimate goal, you can turn your attention to building a massive Asian superpower. Who knows? by the 1960s people from New York to Tokyo could be embracing socialism.

PROs

CONs

Conclusion

Although the game can be very challenging and at times impossible, you will end up having huge benefits if you succeed. Your IC will be at least 250 (after modifications) if not more, your manpower 3.11 or so a day, you will literally be almost twice as powerful as Nat China would have been with same amount of land.

PROs


CONs

List of Component Types

Component Types

Each tech in HoI2 has five components and each component has a type. Tech teams have up to five specializations for a component type. There are 34 component types in HoI2. Sadly, it is not possible to add any at this point. However, you can change their appearance and their displayed (not the internally used) name. There is no game mechanical difference between the red doctrine component types and the blue technical component types.

The graphic that holds the pics for the tech types is found at /gfx/interface/tc_icons.bmp . The names for the components are found in /config/tech_names.csv .

List

aeronautics aeronautics used for aircraft frames and propulsion systems and some air doctrines. Also used for the carrier techs.
aircraft_testing aircraft_testing used for air doctrines
artillery artillery used for infantry, armor, artillery and fighters
bomber_tactics bomber_tactics used for air doctrines
carrier_tactics carrier_tactics used for naval doctrines
decentralized_execution centralized_execution used for all doctrine types
chemistry chemistry used for industrial techs, artillery, bombers and some secret weapons
combined_arms_focus.png combined_arms_focus used for air and land doctrines
decentralized_execution decentralized_execution used for all doctrine types
electronics electronics used for some infantry, all armor and artillery, all ship and aircraft and some industrial techs (computers, radar)
fighter_tactics fighter_tactics used for air doctrines
general_equipment general_equipment used for infantry and submarine techs
individual_courage individual_courage used for land doctrines
industrial_engineering industrial_engineering used for industry techs
infantry_focus infantry_focus used for land doctrines
large_taskforce_tactics large_taskforce_tactics used for naval doctrines
large_unit_focus large_unit_focus not used
large_unit_tactics large_unit_tactics used for land doctrines
management management used for industry and logistic techs
mathematics mathematics used for computer and cryptography techs. Also used for some secret weapons and logistics techs
mechanics mechanics used mainly for armor, motorized/mechanized infantry and artillery brigades
naval_artillery naval_artillery used for ships
naval_engineering naval_engineering used for ships
naval_training naval_training used for naval doctrines
nuclear_engineering nuclear_engineering used for nuclear techs and some secret weapons. Note: research is made faster by nuclear reactors
nuclear_physics nuclear_physics used for nuclear techs. Note: research is made faster by nuclear reactors
piloting piloting used for air doctrines
rocketry rocketry used for rocketry techs, jets and some of the advanced infantry techs. Note: research is made faster by rocket test sites
seamanship seamanship used for naval doctrines
small_taskforce_tactics small_taskforce_tactics used for naval doctrines
small_unit_tactics small_unit_tactics used for land doctrines
submarine_tactics submarine_tactics used for naval_doctrines
technical_efficiency technical_efficiency used for some land doctrines and prototypes of vehicles, ships and aircraft
training training used for all land doctrines and a lot of infantry techs

Conducting Blitzkrieg offensives

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Introduction

This guide looks at the art of Blitzkrieg, or lightning war: defeating an enemy through rapid advances of armoured spearheads in co-operation with encircling infantry and dive bombers. It’s a style of gameplay commonly associated with Germany, but while Germany is indeed particularly good at it, many countries can ‘blitzkrieg’. There are quite a few reasons why you’d want to:

  1. It gives the game a nice ‘historical’ feeling and makes optimal use of generals’ abilities. Some of them (like Rommel, Patton or Guderian) are only really happy when commanding tank columns.
  2. It allows campaigns to be concluded very fast; for instance, attacking Poland as Germany, with a good Blitzkrieg offensive the Polish military will be crushed and much of Poland occupied within five days.
  3. It destroys enemy forces, rather than pushing them back. Before I began to ‘blitzkrieg’ properly, for instance, I found that I was fighting largely the same Russian forces in the Caucasus that I’d fought in Poland. This is dangerous because it allows the enemy to gather experience, allows them to fight you every step of the way, and even retain a possible numerical advantage over you.

That being said, you need two things for this strategy:

  1. The industrial power to build largish numbers of armoured divisions and planes.
  2. Good terrain (preferably plains) and infrastructure (80% or above). In practice, this means Blitzkrieg is particularly suited to Europe; the infrastructure of much of Africa, the Americas and Asia is too poor to allow rapid advances.

I’ll explain Blitzkrieg by the example of Fall Weiß, the German invasion of Poland. This guide applies to version 1.3a and has not been tested for Doomsday.


Infrastructure and installations

Blitzkrieg relies heavily on the ability of your forces to advance and occupy ground fast. Therefore, make sure the infrastructure in the provinces you’re attacking from is as good as possible. In the case of Germany, this means that you should increase the infrastructure in Oppeln to 100%.

You’ll also need good airbases close to the fray. I tend to build airfields up to level 10 in both Küstrin and Oppeln, but this is up to you.


Forces needed

Armoured divisions are obviously key to the entire operation so you should have a good number of them. For the composition of your spearheads there are three possibilities in general.

  1. The first one prefers speed over everything else and uses 3 armored divisions (medium armor) with self-propelled artillery or unbrigaded armor. This one is the fastest but has often problems with outrunning their own infantry-support and getting cut off by retreating enemy units. The use of motorized infantry as following units usually solves this problem though.
  2. The second one still prefers speed but uses heavy armor to increase toughness and firepower. If your enemy has strong defenses in second line, they are you choice as they can solve strong enemy resistance without losing too much organization.
  3. The third composition mixes motorized and armored divisions in a relation of 2:1 (or 1:2) to get the "Combined Arms" bonus in combat. Unfortunately that bonus is inferior to a pure tank corps and the motorized infantry will also slow your tanks down. So you should only use it if lack of mobile forces and want to increase your number of mobile forces by mixing motorized infantry and armored divisions.

Finally, give the corps fancy names and appoint competent commanders; in our example, Guderian, Hausser, and von Manstein are excellent. Don’t miss out on Rommel; he only becomes available in 1939. Concentrate the tanks in two or three provinces. I usually create five armoured corps, three of which I deploy in Oppeln and two in Stettin.

Infantry is also best organized in three-division corps. Brigade them, too, but since speed isn’t as important for the infantry, you can give them cheaper artillery rather than self-propelled artillery, etc. It makes sense to have specialized corps for certain tasks; one might choose to keep a mountain corps, an airborne corps and a marine corps ready. There’s nothing wrong with using them as regular infantry; this way they’ll gain experience to do the stuff they actually specialize in. Keep infantry in every border province to block possible counter-attacks; don’t forget to also garrison Ostrava after gaining the Sudetenland. Motorized infantry is generally useful, but unnecessary for Fall Weiß. During later campaigns, however, motorized and especially mechanized infantry should be the backbone of your forces. Cavalry may look rubbish (and the game’s description makes it sound it, to boot), but it’s actually quite good as fast reinforcements for your tanks. HQs are essential; consult the excellent guide HQ Units in Action for their effects and deployment.

Your air force should consist of a good number of close air support (CAS) and tactical bombers (TAC). They require escort fighters (ESC)! Deploy them in formations of four, e.g. two CAS and two ESC. If you have Doomsday or Armageddon, where ESC are now a brigade to attach to aircraft, rather than a separate unit, you can simply deploy four TAC in a group and then brigade them with ESC. Note that CAS cannot accept ESC brigades! Put each formation under the command of someone capable – tank busters are good, carpet bombers not so. I tend to have three formations of CAS, one in Königsberg, one in Küstrin, and one in Oppeln. Aim to have an equivalent number of TAC in equivalent groups. Having a few fighters to gain air superiority wouldn’t hurt, either.

The task of the navy in Blitzkrieg is support; its importance is generally not great, but it can be used offensively by landing task forces of marines in undefended enemy provinces.

Conduct of the campaign

Blitzkrieg is pretty counter-intuitive. Rather than advancing on a broad front (as I used to do), it is based on hurling tanks deep into enemy territory whilst leaving your infantry to mop up enemy forces caught in pockets behind your rapidly advancing front. It looks weird on the map, but achieves incredible results.

Wait for the ‘Danzig or War’ event – otherwise Danzig won’t be one of your national provinces later. When war is declared, immediately use your air force. CAS should be used for ground attack, TAC for interdiction. Use your planes in Küstrin to cover the Poznan area; those in Königsberg to attack East Prussia; and those in Oppeln to bomb the Cracow area. Runway cratering is very effective in grounding enemy aircraft as they wont be able to repair and reorganize. You do not need to worry about your troops being unable to use that airfields as any airfields/ports will suffer 100% damage when your troops enter the province. Your fighters should gain air superiority in Poznan and Warsaw. At dawn, attack. Ideally, attack Bydgoscz, Czestochowa, and Przemysl at 00:00 and the rest at 0500. The Poles often begin retreating immediately and the Panzers need to cut them off before they leave the province. Don't forget supporting attacks from OTHER adjacent provinces. It adds 10% for a flank attack. Put your armoured spearheads on an offensive supply footing (the little green arrow). Then attack the enemy with three armoured corps and whatever infantry you have available in Czestochowa from Oppeln, and with two armoured corps and infantry in Bydgoscz from Stettin. You also need to attack Przemysl from Kosice, to close the door on Cracow's defenders and get a straight shot for your armor to Lublin. These are your Schwerpunkte , or focal points, where all available force is used to achieve a breakthrough along a narrowly defined sector of the front. Remember to leave each province bordering the enemy garrisoned by at least three divisions. Your spearheads should achieve a rapid breakthrough. After taking Bydgoscz, have your armoured corps take Lodz, then move on to Radom. Crossing rivers slows down the panzers; better to load troops in Elbing, take Torun with support from Königsberg, then cross into Lomza, providing another front to attack Warsaw. Danzig – now a pocket – tends not to be garrisoned by the enemy, and could be taken by an infantry division – but why not use this as practice for your marines? Carry out an amphibious assault.

In the south, after taking Czestochowa, have one of your armoured corps advance straight to Lublin via Kielce or Radom. It might be better to do this from Kosice, as there are no rivers to cross. You’ll have noticed by now that the Poles were concentrating all their forces on your common border; after achieving a breakthrough, therefore, you can pretty much advance at will. Besides the corps advancing to Lublin, have the other two armoured corps move to Kielce (a must, as its a backdoor for Cracow) from where one, supported by the other, is to attack Przemysl. Always remember to follow up the armoured offensive with infantry to hold the newly conquered province.

Once you’ve taken all these provinces, you’ll notice something. Three enemy provinces – Poznan, Cracow and Warsaw – should be encircled, and all should have substantial enemy garrisons, whose retreat you’ve cut off. It’s time for your infantry to shine. Mop up all the pockets; have just one corps attack, while all others support the attack. It doesn’t matter that your poor foot soldiers will take ages to get to those provinces. You’ll have wiped out about twenty-five Polish divisions. After that, you can advance at will; the enemy will be too weak to mount an effective resistance. There are few victory points in eastern Poland anyway. Annex them the moment you can.

Realistically speaking, of course, the encircled pockets won't happen at the same time; Poznan will likely be cut off first. It makes sense to crush a pocket the moment you can - in the case of Poznan, attack once you've taken Bydgoscz, Lodz and Czestochowa. One word of warning, though: don't get too obsessed with envelopments or you'll lose tactical flexibility and might overlook opportunities.

Overlooked is the needed attack on Cracow at 0500 hours. FIVE provinces border so use a division from the other 4 to support for the ENVELOPMENT through flanking bonus. Lastly, Warsaw can be a tough nut to crack and armor sucks in that urban terrain. I use mountain troops with engineer brigades from out of Elbing to attack from Torun and Lomza AND cavalry with engineer leaders who come thru Czestochowa-Radom-Lublin to hit Warsaw from the rear. Supporting armor/HQ's from Radom and Lublin can boost your odds then.

With certain modifications (allowing for greater distances, more enemy armour and aircraft, different terrain, etc.), this basic strategy can be used against most of Germany’s continental enemies, excluding those with a difficult geography, like Denmark and Greece.

Confederate Armageddon

Mod is now defunct, but a HoI3 version has been released.

Confederate States

The Confederate States is only playable if you have taken over the USA all ready. Further, if you manipulate the game play some, and jump from nation to nation while playing, you can make it so the U.S. is not able to fight back in the game, which means you can use the Confederate States in the 1930's. So long as you get any South or Central American nation to Invade the U.S., and play as the U.S. and manipulate them so that they do not have any defenses. (Which can be done by saving the game, going and choosing that save, and then choosing the U.S. as the nation to play with. (Dirty ,I know, but its fun playing as them, or whoever else you so please from the three nations you are able to create from the U.S.A. And yes, this is performed outside of the Armageddon version of the game. This can be done in the normal Hearts Of Iron II game play. Just requires some cheating.

They hold Territory from Texas, all the way to the East coast. As far south as Miami, and as North as Richmond. This is only so if you have not liberated Texas first. If you did, then a large portion of the Confederate States belong to Texas.

My strategy for the confederates consists of building the nation a military, and industry sense they start with close to nothing. Once you build them up though, they are pretty tough. If you take over Mexico, i've found that it helps with IC, which the Confeds desperately need in the game.

It's also worth noting, that after this the game dynamics change a little bit. If you leave the U.S. as a nation in the Northern part of its former land, it wont participate in any major events and will be close to useless.It also doesn't join the Allies, it just stays an isolationist. Also, for some reason Japan never invades Asia or joins the Axis. Also, if you leave California or Texas to their own devices, they have the ability to become pretty tough and a pain in the but to deal with later on.

Note: You guys can alter this however you want of course, I just added this because it is a nation in the normal game play.

Conquering - What do I gain?

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Importance of National Provinces

The game makes an important distinction between national and foreign provinces. In national provinces, you get full use of the manpower, resources, and industrial capacity. In foreign non-national provinces, however, you only get fractional use of the manpower, resources, and industrial capacity, plus you often get partisan problems that affect your Transportation Capacity:

Industrial Capacity in foreign provinces: you get 20% plus any % added by a minister that increases foreign IC. So a Prince of Terror would add his 15% foreign IC to the base of 20% giving you 35% of foreign IC.

Resources in foreign provinces: you get about half the resources in a foreign province.

Manpower in foreign provinces: there is a difference between the two games. In HOI2 you get zero foreign manpower unless you have a minister who has a foreign manpower trait. In Doomsday you get 10% of the manpower plus more for a minister that has the foreign manpower trait.

How Do You See What Your National Provinces Are

Use the diplomatic map mode. Then click on your country or on any country. National provinces are displayed in green with a dark red filled in bullet/circle. Some countries start some scenarios with national provinces being owned by foreign countries: France owns Metz but Germany has claims on it, so Metz is a national province for both France and Germany. National provinces can also be created by events: both Germany and the Soviet Union get a lot of national claims via the historic events leading up to war.

Industrial Capacity

The % gain that you get (20%) is controlled by a parameter in \db\misc.txt This can be modified. Ministers with a foreign IC trait add their percentage to this base. Note that foreign IC, however, is not broken out and displayed anywhere in the game. In both the province and the statistics folder page, you will see the number of factories in a foreign province, not the actual amount of IC that you get. Foreign IC is instead bundled into your base IC number. What you see is not what is get!

Resources

The amount of resources that you get is NOT set in \db\misc.txt The % that you get is determined by the executable file and can not be modified. The game also makes a distinction between controlled and annexed provinces: you get 25% more resources when you own a province rather than simply controlling a province. Typically you get about 50% of resources in a normal difficulty level game from a foreign province (the exact formula is described in this thread: http://forum.paradoxplaza.com/forum/showthread.php?209413-Formula-for-resources-from-non-national-provinces ) Note that resources unlike IC is WYSIWYG: what you see is what you get. Difficulty setting also affects the amount of resources that you get when you control provinces.

Manpower

This parameter is also set in \db\misc.txt In HOI2 you get zero manpower from foreign provinces while in Doomsday you get 10% manpower. This parameter in HOI2 is:

# Non-National Province Manpower Multiplier (income per day.) Note: Some types of ministers can affect this value.

0.0

In Doomsday, however, you get 10% manpower from this parameter:

# Non-National Province Manpower Multiplier (income per day.) Note: Some types of ministers can affect this value.

0.001

In both games, any foreign manpower % from a minister is added. Foreign manpower like IC is not directly shown in the game: what you see is not what you get.

In both games, there is an odd rule with capitals. When you have provinces that are not directly connected back to your capital, you lose all non connected manpower when you are at war. This would typically be a situation where your capital is on an island or on a separate continent: Japan, UK, USA, Australia, etc. are affected by this rule. For the UK, this rule overrides the national manpower rule for provinces in India: the UK loses the manpower in India when at war as does Japan with the provinces it own on mainland Asia (such as Korea). Note that if a country is somehow broken up in parts, manpower is lost from any province when at war that does not a direct connection back to the capital (allies or puppets break up a direct connection); one liberated country that is affected by this is the Arab Federation because the default liberated provinces leave Suez in control of the puppet master and this cuts off a large part of this liberated country from it's capital.

Partisans

When you conquer provinces, you often get partisan problems that affect your Transportation Capacity (TC)and which can have a small effect on your base IC. The base number for partisans is affected by your slider settings with open societies having fewer base partisans while closed societies have more base partisan activity. Annexed versus occupied is another parameter. Different parts of the world also have different partisan settings: most of Africa and parts of Asia and the Pacific islands have zero partisans while other areas have less than the standard number of 25% partisan levels when annexed for a dictatorship. The best ways to control partisan levels are garrison divisions on anti partisan missions or by liberation. Partisan levels are also affected by the partisan and nationalism parameters in \db\misc.txt

Puppets

One way that you can get rid of long term partisan activity is to liberate a puppet (diplomatic menu). Liberating a puppet usually lowers your IC, which lowers your TC, but getting rid of partisans might improve your TC when base partisan levels in conquered provinces are high. Liberating a country gives you a dissent hit which is a direct read from your democratic to authoritarian slider; note that in Doomsday only, liberating a small country gives you 1/2 of the normal dissent.

If a puppet is liberated, it becomes part of your alliance and you can military control their units via the diplomatic menu.

Countries that can be liberated are set up by the \db\revolt.txt file which can be edited. This file uses province ID numbers which can either be downloaded via Wiki or seen on screen by using the showid cheat.

Puppets get 100% use of the manpower, IC, and resources in their (national) provinces. Puppets also give their puppet master any resources greater than 1000, either automatically via a direct connection with their puppet master or via convoys. Liberated countries get all of your finished technology research, but they need to have at least one port/airfield to get all the naval/air research accordingly. This rule is most probably true for rocket and nuclear tech trees too (build of rocket test site and nuclear reactor are prerequisite here).

When you are conquering another country, instead of annexing you can sometimes try via the diplomatic menu to create a negotiated peace which sets up a puppet. Countries in the three major alliances (Allies, Axis, Cominterm) will almost never accept a peace offer, instead you must annex them. If a country is not in these major alliances, you might instead try to puppet them via a negotiated peace rather than annexing them: if a country is puppeted via a negotiated peace, it retains it's remaining military units, while an annexed country loses all of it's armed forces.

Colonies

There are a few tricky rules for colonies. Colonies give 10% of national manpower instead of 100%. Colonies are considered to be foreign for IC and resources unless they show up as national provinces: for the UK contrast their national provinces in India with colonies in Kenya. If the European powers want to liberate a country, they get a dissent hit; how big that dissent hit is controlled by the colonial_release file which is in your Doomsday \db\ folder or in your HOI2 \db\events\ folder (different places in different games). Note that there are sometimes events which liberate colonies such as the UK liberating India, and these events would have their own parameters for dissent or other effects.

\db\misc.txt

This folder has many game parameters for IC, TC, and combat. It can be edited to suit your preferences. If you want to edit it, first make a backup copy. Also by default this file and many others are write protected, so you often need to first change the properties so that you can edit it.

Consumer Goods Slider

Consumer Goods Slider

The consumer goods slider allocates how much Industrial Capacity you will use for the subject. With certain slider settings, you may get big bonuses of money from this slider. If you have dissent in your country, you can reduce it with high enough Consumer Goods settings.

Copper Production per country 1936-1948 (Cu content of ore)

Source: BR Mitchell.

Numbers are 1000s of metric tons

1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948
Australia 20 20 20 22 22 23 21 26 30 26 19 14 3
Bolivia 3 4 3 4 7 7 6 6 6 6 6 6 7
Canada 191 240 259 276 297 292 274 261 248 216 167 205 218
Chile 256 413 351 341 365 469 484 497 498 470 361 427 445
Cuba 12 13 14 11 10 10 10 7 7 9 12 13 16
Cyprus 17 28 37 31 9 ? ? ? ? 1 8 12 6
Germany 29 30 30 24 25 24 24 24 25 ? 3 4 6
India 8 7 6 8 8 7 7 7 7 7 9 8 8
Japan 68 67 68 70 68 65 72 81 80 29 17 22 26
Korea 1 1 1 2 3 1 1 1 1 ? ? ? ?
Mexico 30 46 42 44 38 49 51 50 41 62 61 64 59
Namibia 0 12 9 9 1 0 0 0 0 0 0 5 8
Newfoundland 5 9 8 10 9 7 6 6 5 5 5 4 4
Peru 3 36 38 36 44 37 35 33 32 32 25 23 18
Philippines 0 2 4 8 9 10 3 ? ? ? 0 3 2
South Africa 9 11 11 11 14 21 25 23 23 24 28 30 29
Spain 23 17 23 10 7 8 14 18 18 15 19 17 19
Turkey 0 1 2 7 9 11 8 10 11 10 10 10 4
USA 557 764 506 661 797 869 980 990 882 701 552 769 757
Yugoslavia 39 39 42 42 ? ? ? ? ? ? 22 37 37
Zaire 98 151 124 123 149 162 166 157 165 160 144 151 155
Zambia 145 211 216 215 267 232 251 255 224 197 185 196 217
Zimbabwe 0 0 0 25 26 25 24 20 18 18 17 16 16

Country guides

Country guides

Major Powers

60 and above Base IC.

Regional Powers

Between 20 and 59 Base IC.

Minor Powers

Between 10 and 19 Base IC.

Micro Powers

Below 10 Base IC.

Coup

A coup d'état or Coup as it is more commonly known, is an action available in the Intelligence slider in DD (Diplomatic for hoi2), the coup is described as "Replacing the government of the selected country with one more loyal", in other words, it changes the ideology of said country to match yours, raises relations with them to +200, in some cases makes them a puppet, and adds them to your corresponding alliance.

Coup

A coup d'état or Coup as it is more commonly known, is an action available in the Intelligence slider in DD (Diplomatic for hoi2), the coup is described as "Replacing the government of the selected country with one more loyal", in other words, it changes the ideology of said country to match yours, raises relations with them to +200, in some cases makes them a puppet, and adds them to your corresponding alliance.

Cuba

Introduction

Cuba is small island nation low on IC and does not have much influence in the world. You can change that by expanding to the Americas and taking all of the Caribbean islands that hold something important.

Starting off

At the beginning don't worry about IC. You will need up to 7 infantry divisions, 6 transports and some convoys, so quickly create them using the little IC you have. It would be smart to build some smaller boats to defend them but that is not required. When you're done you will be in a strange time period where all the wars will begin. You're going to have to conquer a lot to become a threat to Europe and the United States.

Technology

Since your nation is weak, you should only concentrate on infantry. Also, don't forget to work on new artillery. In the beginning you will only have 1 tech slot but in the future you will have more.

Influence

Work on influencing the Axis because your future is there and you will need about +120 to join during war time. You can change the world by joining them, even though you're tiny. In the end you will have many puppets and you'll become one of the major Axis leaders.


Strategy

Dominican Republic

The Dominican Republic has 2 provinces and that will help. Declare war on them and land 6 infantry divisions in the north. Now hit the rest of the Dominican Republic. You'll have to annex the nation before the US cancels the non-aggression pact with you. If you don't have any transports, retreat your armies up to Cuba and build some. Now make 1 factory on your main island. Build some militia if you have some extra IC. It will gain experience with your infantry.

Haiti

Once you can supply troops in the Dominican Republic you can declare war on Haiti. Move all your troops to the southern province and let them take the upper province which will spread the units and then attack Port-au-Prince an take it. Then annex. You now control 2 major provinces. You have to move quickly before the US cancels their non-aggression pact with you. Continue to spam infantry.

Central America

Central American nations are rich in terms of IC which can help. Hit El Salvador and annex it. Then take Guatemala. This only takes 10 units at this stage. Quickly rush to Costa Rica and liberate Central America as a nation and let them spam troops. Once they have around 4-5 divisions, move your troops around because your next move will change the world.

Alliances

Once it is 1939 you should join the Axis and grab all of the Dutch, French and British colonies in the Americas and liberate them as puppets. Keep Jamaica though. This area isn't defended. Take military control of your allies and take over France and then London. This will end the war early but you can't rush into this. To take the main island, you'll need about 50 infantry divisions. Taking military control over Germany is also very helpful. Land in Dover and sweep around the islands. Don't liberate Scotland, England, or Wales, or the UK surrender event wont happen. Now you move all your units to Africa and conquer it. Then prepare to fight the Soviets.

What's next

The US won't declare war on you unless you declare war on them, which you can do with all the units from your puppets. You will probably need to buy a colony from Italy that is worth something, in case the US overrun you. You will use all your armies against the Soviets because you don't need to defend the French coast so you'll have extra armies to spare. You can also liberate all the British colonies and then you will be stocked with puppets.

Cuba

Introduction

Cuba is small island nation low on IC and does not have much influence in the world. You can change that by expanding to the Americas and taking all of the Caribbean islands that hold something important.

Starting off

At the beginning don't worry about IC. You will need up to 7 infantry divisions, 6 transports and some convoys, so quickly create them using the little IC you have. It would be smart to build some smaller boats to defend them but that is not required. When you're done you will be in a strange time period where all the wars will begin. You're going to have to conquer a lot to become a threat to Europe and the United States.

Technology

Since your nation is weak, you should only concentrate on infantry. Also, don't forget to work on new artillery. In the beginning you will only have 1 tech slot but in the future you will have more.

Influence

Work on influencing the Axis because your future is there and you will need about +120 to join during war time. You can change the world by joining them, even though you're tiny. In the end you will have many puppets and you'll become one of the major Axis leaders.


Strategy

Dominican Republic

The Dominican Republic has 2 provinces and that will help. Declare war on them and land 6 infantry divisions in the north. Now hit the rest of the Dominican Republic. You'll have to annex the nation before the US cancels the non-aggression pact with you. If you don't have any transports, retreat your armies up to Cuba and build some. Now make 1 factory on your main island. Build some militia if you have some extra IC. It will gain experience with your infantry.

Haiti

Once you can supply troops in the Dominican Republic you can declare war on Haiti. Move all your troops to the southern province and let them take the upper province which will spread the units and then attack Port-au-Prince an take it. Then annex. You now control 2 major provinces. You have to move quickly before the US cancels their non-aggression pact with you. Continue to spam infantry.

Central America

Central American nations are rich in terms of IC which can help. Hit El Salvador and annex it. Then take Guatemala. This only takes 10 units at this stage. Quickly rush to Costa Rica and liberate Central America as a nation and let them spam troops. Once they have around 4-5 divisions, move your troops around because your next move will change the world.

Alliances

Once it is 1939 you should join the Axis and grab all of the Dutch, French and British colonies in the Americas and liberate them as puppets. Keep Jamaica though. This area isn't defended. Take military control of your allies and take over France and then London. This will end the war early but you can't rush into this. To take the main island, you'll need about 50 infantry divisions. Taking military control over Germany is also very helpful. Land in Dover and sweep around the islands. Don't liberate Scotland, England, or Wales, or the UK surrender event wont happen. Now you move all your units to Africa and conquer it. Then prepare to fight the Soviets.

What's next

The US won't declare war on you unless you declare war on them, which you can do with all the units from your puppets. You will probably need to buy a colony from Italy that is worth something, in case the US overrun you. You will use all your armies against the Soviets because you don't need to defend the French coast so you'll have extra armies to spare. You can also liberate all the British colonies and then you will be stocked with puppets.

Czechoslovakia

If you enjoy playing a reasonably powerful Axis minor nation – or if you prefer a desperate, against-all-odds fight for survival on multiple fronts – then Czechoslovakia is the country for you. What many players don’t realize is that the Treaty of Munich event (1936 and 1938 scenarios) leaves Czechoslovakia in charge of its own destiny. Furthermore, intrepid players could choose to have Czechoslovakia’s armed forces seize the reins of power and remake the map of Central Europe, which could in time lead even to the Czechoslovakian capture of Berlin itself.

Unless noted elsewhere by later contributors, these strategy sections were playtested with the Armageddon v 1.3 Beta (the Jan 15 2009 build, checksum DVJN). These strategies may not be applicable with earlier and later builds of the software.


Standard Strategy Options

When playing Czechoslovakia in the 1936 or 1938 scenarios, Germany will almost always press for the return of the Sudetenland (Czechoslovakia’s western hill provinces). The Treaty of Munich event (September 30, 1938) will allow Czechoslovakia to either surrender them and hope for the best (never a good option), defy Germany (and very likely go to war immediately), or instead ally with Germany outright and become an Axis minor nation (while keeping the Sudetenland). If Austria has been annexed by the Reich then Germany all but surrounds Czechoslovakia. War at this point would be difficult to say the least. But, with help from the allies and an AI-controlled Germany, there is always some measure of hope that Czechoslovakia will prevail. That is, at least until Hungary and Rumania join the Axis. In any case if Czechoslovakia defies Hitler and falls, take comfort in knowing Czechoslovakia was defeated with its honor intact.


Eye of the Storm: A Defiant Czechoslovakian Strategy (1936 Scenario)

If you have no interest in becoming an Axis lapdog, the best way for Czechoslovakia to prevail is to take charge of the political situation in Europe before Germany has a chance to. Hitler will be in no position to assert the Treaty of Munich if Germany is at war (the event simply won’t take place). Since no one else is going to declare war on Germany before September 1938, Czechoslovakia will have to shoulder that burden themselves. As suicidal as that may sound, it gets worse: Hungary and Austria will have to be dealt with as well. (Both of them are likely to ally with Germany when the fighting starts, and fighting around Czechoslovakia's entire periphery will be impossible to sustain. Better to deal with the little powers first and shorten Czechoslovakia's lines before Germany joins the fray.)

This strategy was successfully played in a solo game against AI-controlled nations with the Normal Difficulty and an AI level of Furious (Armageddon v1.3 Beta DVJN). This was not tested in the HSR or any other mods. The playtester normally preferred Hard/Furious, but this scenario was challenging enough on the normal setting. Furthermore, playing with an AI setting other than Furious may not allow some of the retaliatory declarations of war to take place, which could foul this strategy and seal Czechoslovakia’s doom. Note that this strategy has only marginal chance of success against an experienced, human-controlled German player; unless France is played by an equally experienced and aggressive player as well.

Czechoslovakia begins in 1936 with a respectable land army including four armored divisions, but no aircraft. Immediately research Interwar Tactical Bombers and build them (or CAS) as soon as possible (a group of four TAC II with escorts were sufficient in playtesting), and research air doctrines as often as possible. Czechoslovakia is hamstrung by a tiny amount of manpower, so use artillery brigades to maximize unit strength while minimizing manpower drain. Don’t forget to build antiaircraft units to keep the Luftwaffe at bay, and consider building armored units when manpower is scarce and you have IC to burn. Remember also that upgrading units does not consume additional manpower, so if you have spare IC keep your troops up to date with the latest equipment. Mountain units may seem attractive to hold the Sudetenland, but remember they use up more manpower than standard divisions. It may be best to focus on military units rather than factories due to the overwhelming force Czechoslovakia will encounter from the start. (In any case the industrial base that can be captured in Hungary and Eastern Austria are enough to afford Czechoslovakia three research slots.)

As a democracy, Czechoslovakia starts the game unable to declare war on any of her neighbors thanks to her annoyingly peace-loving elected government. Watch for multiple events that allow Czechoslovakia to shift towards political right and authoritarian. Thanks to these events, by the summer of 1936 Czechoslovakia can be in the hands of the Paternal Autocrat Jan Syrovy, and the country can declare war as you see fit, although incurring a significant dissent hit. Czechoslovakia could go to war with Germany directly (and could even make some progress since Germany’s starting army is small), but the prospects for annexing Germany outright without assistance are not good. A better strategy may be a more indirect, Machiavellian approach involving a wider conflict and more combatants that give Czechoslovakia a fighting chance. Reviewing the diplomatic landscape, the only neighbor of Czechoslovakia whose independence is not guaranteed by Germany or one of the Allied nations is Hungary. However, declaring war on Hungary will likely lead to war with Italy and Austria as well. Since Italy is on the other side of the Alps they can be ignored for the time being, making war with Austria and Hungary in 1936 difficult but not impossible. However it won’t be long before Germany offers Austria an alliance, so war with all four powers is likely by the end of the year. Such is war.

Thinking through the political chain reaction that will follow, it is realistic that an Italian declaration of war (DoW) on Czechoslovakia will likely result in German DoW on Italy; which has the dual benefit of potentially distracting Germany from Czechoslovakia and preventing Italy from joining the Axis. This will also likely draw in Poland, setting the stage for Poland and Czechoslovakia to join the Allies – a necessity if Czechoslovakia is to survive the pandemonium. And thus Czechoslovakia strikes the match that sets off the inferno of World War II.

The first task at hand is to knock Hungary out of the conflict and take Vienna before the Germans decide to intervene. This may only be possible by withdrawing all of your troops from the German border to achieve a proper concentration, but this draw-down must be temporary. One suggestion is to blitz your armored divisions through an extended left hook around Budapest, followed closely by infantry into Miskolc and Szeged. Then attack Budapest once it is surrounded on four sides and your armor doesn’t need to perform a river crossing, as shown below.

EOS1.jpg

Once the capitol is secured, finish off the rest of the defenders, annex Hungary and continue directly into Vienna (assuming Austria has declared war), while sending some troops back to the German frontier as quickly as possible. By this point the fireworks should have begun and the Allies are likely at war with Italy. This is an excellent time to join the Alliance. However, if Austria exercises restraint and does not DoW on you, Czechoslovakia is not any better off. The Anchluss or an Austrian alliance with Germany is still possible, which would make an eventual war with Germany very difficult in 1938 and beyond. Czechoslovakia’s only hope is to seize the moment and press on to the provinces around Vienna in order to embed her left flank in the Alps. Thus, Czechoslovakia may have to incur another massive dissent hit by DoW on Austria if Austria doesn’t do it first. If the Allies and Germany were not involved this far, this second DoW is sure to get the wider war started.

And thus an Allied Czechoslovakia finds itself at the center of the storm with a (hopefully) Allied Poland holding her right flank, at war with Germany who is also forced to deal with an advancing Italian onslaught from the south and a French threat to the west. In this desperate hour Czechoslovakia’s mission is clear: it may not be possible to win – but all Czechoslovakia needs to do is not lose .

At this point anything can happen so it is difficult to give specific suggestions. In general plan on using your armored divisions as a central mobile reserve, supported by your tactical bombers to repair holes blown in your front from all directions. If you marshal your troops carefully and defend tenaciously, the AI will seek out the easier adversaries of Poland and Italy as much as possible. Don’t bother to push further into Austria while still at war with Italy, allowing them to fight Germany over western Austria instead. When Poland is near collapse, extend your lines to defend Cracow, allowing it to become their last redoubt capitol city. Even though Poland may be beaten, they could fall back to Cracow with dozens of divisions that will fight on, filling out your right flank to the border of Rumania (and eventually Russia when the U.S.S.R. seizes Stryg). At that point Poland won’t have the industrial base to supply a large army, though, so you may need to donate massive amounts of supplies to keep them in the field. (The playtester did not assume military control of Poland or any other allied nation, but instead donated supplies to Poland until the change in supply value shown in the Diplomacy tab was a positive number). Trade with anyone who will let you during this dark time when Poland and Czechoslovakia are cut off from the other allies, and hope Yugoslavia and Rumania remain neutral!

With all these parties involved in messy, multisided, multi-front wars, it is likely that some of them are going to drop out quickly. If France chooses to invade Italy rather than Germany, Italy will likely cut the Allies a deal and cease hostilities with Allied Czechoslovakia, while fighting on against Germany. When France eventually breaches the Siegfried Line (1940/41 in playtesting) this gives Czechoslovakia the chance to link up with her other allies for the first time. Allied troops are likely to flood into Czechoslovakia, filling out the line and sealing the fate of Hitler’s Germany. Once the floodgates are open it will be hard for an AI-controlled Germany to put the genie back in the bottle. Watch for opportunities to advance while Germany is on the ropes, and with a little luck the Czechoslovakian army could find their way to Berlin (see graphic below).

EOS2.jpg

This is a desperate strategy to be sure, but one that can be extremely satisfying if Czechoslovakia survives the maelstrom. The most gratifying elements of the playtesting was that Poland was given the unique honor of mopping up the last of the German army, and Czechoslovakia was allowed to officially Annex the Third Reich.

Czechoslovakia

If you enjoy playing a reasonably powerful Axis minor nation – or if you prefer a desperate, against-all-odds fight for survival on multiple fronts – then Czechoslovakia is the country for you. What many players don’t realize is that the Treaty of Munich event (1936 and 1938 scenarios) leaves Czechoslovakia in charge of its own destiny. Furthermore, intrepid players could choose to have Czechoslovakia’s armed forces seize the reins of power and remake the map of Central Europe, which could in time lead even to the Czechoslovakian capture of Berlin itself.

Unless noted elsewhere by later contributors, these strategy sections were playtested with the Armageddon v 1.3 Beta (the Jan 15 2009 build, checksum DVJN). These strategies may not be applicable with earlier and later builds of the software.


Standard Strategy Options

When playing Czechoslovakia in the 1936 or 1938 scenarios, Germany will almost always press for the return of the Sudetenland (Czechoslovakia’s western hill provinces). The Treaty of Munich event (September 30, 1938) will allow Czechoslovakia to either surrender them and hope for the best (never a good option), defy Germany (and very likely go to war immediately), or instead ally with Germany outright and become an Axis minor nation (while keeping the Sudetenland). If Austria has been annexed by the Reich then Germany all but surrounds Czechoslovakia. War at this point would be difficult to say the least. But, with help from the allies and an AI-controlled Germany, there is always some measure of hope that Czechoslovakia will prevail. That is, at least until Hungary and Rumania join the Axis. In any case if Czechoslovakia defies Hitler and falls, take comfort in knowing Czechoslovakia was defeated with its honor intact.


Eye of the Storm: A Defiant Czechoslovakian Strategy (1936 Scenario)

If you have no interest in becoming an Axis lapdog, the best way for Czechoslovakia to prevail is to take charge of the political situation in Europe before Germany has a chance to. Hitler will be in no position to assert the Treaty of Munich if Germany is at war (the event simply won’t take place). Since no one else is going to declare war on Germany before September 1938, Czechoslovakia will have to shoulder that burden themselves. As suicidal as that may sound, it gets worse: Hungary and Austria will have to be dealt with as well. (Both of them are likely to ally with Germany when the fighting starts, and fighting around Czechoslovakia's entire periphery will be impossible to sustain. Better to deal with the little powers first and shorten Czechoslovakia's lines before Germany joins the fray.)

This strategy was successfully played in a solo game against AI-controlled nations with the Normal Difficulty and an AI level of Furious (Armageddon v1.3 Beta DVJN). This was not tested in the HSR or any other mods. The playtester normally preferred Hard/Furious, but this scenario was challenging enough on the normal setting. Furthermore, playing with an AI setting other than Furious may not allow some of the retaliatory declarations of war to take place, which could foul this strategy and seal Czechoslovakia’s doom. Note that this strategy has only marginal chance of success against an experienced, human-controlled German player; unless France is played by an equally experienced and aggressive player as well.

Czechoslovakia begins in 1936 with a respectable land army including four armored divisions, but no aircraft. Immediately research Interwar Tactical Bombers and build them (or CAS) as soon as possible (a group of four TAC II with escorts were sufficient in playtesting), and research air doctrines as often as possible. Czechoslovakia is hamstrung by a tiny amount of manpower, so use artillery brigades to maximize unit strength while minimizing manpower drain. Don’t forget to build antiaircraft units to keep the Luftwaffe at bay, and consider building armored units when manpower is scarce and you have IC to burn. Remember also that upgrading units does not consume additional manpower, so if you have spare IC keep your troops up to date with the latest equipment. Mountain units may seem attractive to hold the Sudetenland, but remember they use up more manpower than standard divisions. It may be best to focus on military units rather than factories due to the overwhelming force Czechoslovakia will encounter from the start. (In any case the industrial base that can be captured in Hungary and Eastern Austria are enough to afford Czechoslovakia three research slots.)

As a democracy, Czechoslovakia starts the game unable to declare war on any of her neighbors thanks to her annoyingly peace-loving elected government. Watch for multiple events that allow Czechoslovakia to shift towards political right and authoritarian. Thanks to these events, by the summer of 1936 Czechoslovakia can be in the hands of the Paternal Autocrat Jan Syrovy, and the country can declare war as you see fit, although incurring a significant dissent hit. Czechoslovakia could go to war with Germany directly (and could even make some progress since Germany’s starting army is small), but the prospects for annexing Germany outright without assistance are not good. A better strategy may be a more indirect, Machiavellian approach involving a wider conflict and more combatants that give Czechoslovakia a fighting chance. Reviewing the diplomatic landscape, the only neighbor of Czechoslovakia whose independence is not guaranteed by Germany or one of the Allied nations is Hungary. However, declaring war on Hungary will likely lead to war with Italy and Austria as well. Since Italy is on the other side of the Alps they can be ignored for the time being, making war with Austria and Hungary in 1936 difficult but not impossible. However it won’t be long before Germany offers Austria an alliance, so war with all four powers is likely by the end of the year. Such is war.

Thinking through the political chain reaction that will follow, it is realistic that an Italian declaration of war (DoW) on Czechoslovakia will likely result in German DoW on Italy; which has the dual benefit of potentially distracting Germany from Czechoslovakia and preventing Italy from joining the Axis. This will also likely draw in Poland, setting the stage for Poland and Czechoslovakia to join the Allies – a necessity if Czechoslovakia is to survive the pandemonium. And thus Czechoslovakia strikes the match that sets off the inferno of World War II.

The first task at hand is to knock Hungary out of the conflict and take Vienna before the Germans decide to intervene. This may only be possible by withdrawing all of your troops from the German border to achieve a proper concentration, but this draw-down must be temporary. One suggestion is to blitz your armored divisions through an extended left hook around Budapest, followed closely by infantry into Miskolc and Szeged. Then attack Budapest once it is surrounded on four sides and your armor doesn’t need to perform a river crossing, as shown below.

EOS1.jpg

Once the capitol is secured, finish off the rest of the defenders, annex Hungary and continue directly into Vienna (assuming Austria has declared war), while sending some troops back to the German frontier as quickly as possible. By this point the fireworks should have begun and the Allies are likely at war with Italy. This is an excellent time to join the Alliance. However, if Austria exercises restraint and does not DoW on you, Czechoslovakia is not any better off. The Anchluss or an Austrian alliance with Germany is still possible, which would make an eventual war with Germany very difficult in 1938 and beyond. Czechoslovakia’s only hope is to seize the moment and press on to the provinces around Vienna in order to embed her left flank in the Alps. Thus, Czechoslovakia may have to incur another massive dissent hit by DoW on Austria if Austria doesn’t do it first. If the Allies and Germany were not involved this far, this second DoW is sure to get the wider war started.

And thus an Allied Czechoslovakia finds itself at the center of the storm with a (hopefully) Allied Poland holding her right flank, at war with Germany who is also forced to deal with an advancing Italian onslaught from the south and a French threat to the west. In this desperate hour Czechoslovakia’s mission is clear: it may not be possible to win – but all Czechoslovakia needs to do is not lose .

At this point anything can happen so it is difficult to give specific suggestions. In general plan on using your armored divisions as a central mobile reserve, supported by your tactical bombers to repair holes blown in your front from all directions. If you marshal your troops carefully and defend tenaciously, the AI will seek out the easier adversaries of Poland and Italy as much as possible. Don’t bother to push further into Austria while still at war with Italy, allowing them to fight Germany over western Austria instead. When Poland is near collapse, extend your lines to defend Cracow, allowing it to become their last redoubt capitol city. Even though Poland may be beaten, they could fall back to Cracow with dozens of divisions that will fight on, filling out your right flank to the border of Rumania (and eventually Russia when the U.S.S.R. seizes Stryg). At that point Poland won’t have the industrial base to supply a large army, though, so you may need to donate massive amounts of supplies to keep them in the field. (The playtester did not assume military control of Poland or any other allied nation, but instead donated supplies to Poland until the change in supply value shown in the Diplomacy tab was a positive number). Trade with anyone who will let you during this dark time when Poland and Czechoslovakia are cut off from the other allies, and hope Yugoslavia and Rumania remain neutral!

With all these parties involved in messy, multisided, multi-front wars, it is likely that some of them are going to drop out quickly. If France chooses to invade Italy rather than Germany, Italy will likely cut the Allies a deal and cease hostilities with Allied Czechoslovakia, while fighting on against Germany. When France eventually breaches the Siegfried Line (1940/41 in playtesting) this gives Czechoslovakia the chance to link up with her other allies for the first time. Allied troops are likely to flood into Czechoslovakia, filling out the line and sealing the fate of Hitler’s Germany. Once the floodgates are open it will be hard for an AI-controlled Germany to put the genie back in the bottle. Watch for opportunities to advance while Germany is on the ropes, and with a little luck the Czechoslovakian army could find their way to Berlin (see graphic below).

EOS2.jpg

This is a desperate strategy to be sure, but one that can be extremely satisfying if Czechoslovakia survives the maelstrom. The most gratifying elements of the playtesting was that Poland was given the unique honor of mopping up the last of the German army, and Czechoslovakia was allowed to officially Annex the Third Reich.

DAIM

DAIM stands for "Determined AI Modification" and is a mod that solely focuses on improving the AI. This is accomplished by ensuring the AI researches and builds the most effective units possible, rather than wasting time building units that the game engine/AI is not capable of using effectively. Specific focus was made to improve: Germany, Italy, Japan, Great Britain, Soviet Union, U.S.A. and Nationalist China. DAIM can be adapted to other mods, since it only changes a select few AI files.

DD

DD may refer to:


This disambiguation page lists articles associated with the same title.
If an internal link led you here, you may wish to change the link to point directly to the intended article.

DMP

Denmark

Summary

Denmark is a small, little nation on top of the big, bad Nazi Germany. Meaning, any dreams of expanding southward's is already crushed. Starting off, Denmark is one of those low minors, the ones that have more than 10 IC but less than 15 IC, which Denmark is in the middle of it with 13 IC.

Starting off, Denmark is at the very edge of the democracy slider, meaning you won't be able to declare war anytime soon.

Also, you start off with a 1918 Infantry Division and a fleet of 2 Great War Heavy Cruisers and 2 Great War Submarines.

Denmark's terrain isn't any better. Being all of it flat lands, Germany will have no problem rolling over your provinces in less than a week. Also, starting off with only $10 won't buy you the best of things. Best thing to do is to focus onto Infantry and some important brigades like Artillery, Engineer or Anti-Tank. In the Air force, go for a CAS and Interceptor combo, or if you really want or have the IC, Tactical and Fighters. You shouldn't focus much onto the navy since all of Germany's navy will be close to you when they declare war on you.

Pro's & Con's

Pro's

Con's

Denmark

Summary

Denmark is a small, little nation on top of the big, bad Nazi Germany. Meaning, any dreams of expanding southward's is already crushed. Starting off, Denmark is one of those low minors, the ones that have more than 10 IC but less than 15 IC, which Denmark is in the middle of it with 13 IC.

Starting off, Denmark is at the very edge of the democracy slider, meaning you won't be able to declare war anytime soon.

Also, you start off with a 1918 Infantry Division and a fleet of 2 Great War Heavy Cruisers and 2 Great War Submarines.

Denmark's terrain isn't any better. Being all of it flat lands, Germany will have no problem rolling over your provinces in less than a week. Also, starting off with only $10 won't buy you the best of things. Best thing to do is to focus onto Infantry and some important brigades like Artillery, Engineer or Anti-Tank. In the Air force, go for a CAS and Interceptor combo, or if you really want or have the IC, Tactical and Fighters. You shouldn't focus much onto the navy since all of Germany's navy will be close to you when they declare war on you.

Pro's & Con's

Pro's

Con's

Destroyer

Template:ARMA v1.2 The Destroyer is the smallest and the fastest of the surface ships. It is lightly armed in comparison with the battleship, but its speed and maneuvrability allow it to provide a good first line of defence away from the main capital ships of a fleet, and its light guns are useful for engaging aircraft. Destroyers are usually combined in groups and used for convoy escort and anti-submarine duties.

Destroyer Statistics

Model Year Air Attack Air Def. Sea Attack Sub Attack Sea Def Shore Bombard Distance Visi-
bility
Surface Detect Sub Detect Air Detect Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Range
Great War Destroyer 1936 0 2 3 3 1 0 0.14 50 3 7 2 2.0 95 0.5 24 0.25 0.25 1500
Early Destroyer 1936 1 3 4 5 2 0 0.16 50 3 8 3 2.0 120 0.5 28 0.25 0.25 2000
Basic Destroyer 1936 2 3 5 7 3 1 0.17 50 3 10 4 2.0 140 0.5 28 0.27 0.25 2500
Improved Destroyer 1938 3 4 6 9 4 1 0.18 50 3 12 5 3.0 140 0.5 30 0.27 0.25 3000
Advanced Destroyer 1941 4 5 7 12 5 2 0.19 50 3 14 6 4.0 140 0.5 33 0.30 0.30 3500
Semi–Modern Destroyer 1945 6 6 8 14 6 2 0.20 50 3 14 6 5.0 140 0.5 34 0.30 0.30 4000
Modern Destroyer 1947 7 7 9 16 7 2 0.20 50 4 16 7 5.0 140 0.5 34 0.30 0.30 4300

Brigades allowed

Notes

Destroyer

Template:ARMA v1.2 The Destroyer is the smallest and the fastest of the surface ships. It is lightly armed in comparison with the battleship, but its speed and maneuvrability allow it to provide a good first line of defence away from the main capital ships of a fleet, and its light guns are useful for engaging aircraft. Destroyers are usually combined in groups and used for convoy escort and anti-submarine duties.

Destroyer Statistics

Model Year Air Attack Air Def. Sea Attack Sub Attack Sea Def Shore Bombard Distance Visi-
bility
Surface Detect Sub Detect Air Detect Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Range
Great War Destroyer 1936 0 2 3 3 1 0 0.14 50 3 7 2 2.0 95 0.5 24 0.25 0.25 1500
Early Destroyer 1936 1 3 4 5 2 0 0.16 50 3 8 3 2.0 120 0.5 28 0.25 0.25 2000
Basic Destroyer 1936 2 3 5 7 3 1 0.17 50 3 10 4 2.0 140 0.5 28 0.27 0.25 2500
Improved Destroyer 1938 3 4 6 9 4 1 0.18 50 3 12 5 3.0 140 0.5 30 0.27 0.25 3000
Advanced Destroyer 1941 4 5 7 12 5 2 0.19 50 3 14 6 4.0 140 0.5 33 0.30 0.30 3500
Semi–Modern Destroyer 1945 6 6 8 14 6 2 0.20 50 3 14 6 5.0 140 0.5 34 0.30 0.30 4000
Modern Destroyer 1947 7 7 9 16 7 2 0.20 50 4 16 7 5.0 140 0.5 34 0.30 0.30 4300

Brigades allowed

Notes

Digging-in

Digging-in represents the establishment of defensive structures by a stationary land unit in preparation for an attack. These preparations allow the defending army to withstand a stronger attack from an opposing force. Hearts of Iron II represents these preparations as a dug-in modifier . Units at war and without moving orders will add to their dug-in modifier daily. Digging in is automatic but only happens when you are at war.

Combat Effects

Units with a dug-in combat modifier will have an additional bonus to their defense effectiveness versus enemy air and land units. Dug in status can increase up to 20 and increases about 1 per day. Each dug in level is worth 1 combat modifier meaning that defenders can get a maximum +20 combat modifier in land combat. This modifier can be substantial against attacking air units, making any damage incurred by the defending units as almost negligible.

Diplomacy


The Diplomacy screen is used to interact with other countries. Everything from influencing countries to increase relations to joining alliances and assuming military control of an ally is accessed via this menu.

Some functions are locked based on sliders and economy. For instance, you need certain amounts of money to Join Alliance - and if you're democratic, or too isolationist, it will not allow you.

See also: Diplomacy FAQ

Diplomacy FAQ

Diplomacy

Where is the option to puppet a nation?

Unlike in previous Paradox games, puppeting is no longer an explicit option in the diplomacy menu. You now have to go to "Sue for Peace", then "Insist on Demands", and puppeting is available as a checkbox option.

Why can't I trade blueprints?

You may only trade blueprints with allied nations, your puppets or your puppet master (as the case may be) that have not researched the technology yet.

Why can't I trade provinces?

You may only trade provinces with allied nations.

Playing as Germany, how to increase Italy's chance to join my alliance?

It is necessary to conquer Belgium's European provinces as well as Paris to encourage Italy joining Axis.

Playing as Germany, how to increase Hungary's chance to join my alliance?

Hungary is not at war and at least one of these conditions must be true:

Playing as Germany, how to increase Romania's chance to join my alliance?

Romania is not at war and at least one of these conditions must be true:

Playing as Germany, how to increase Finland's chance to join my alliance?

Finland is not at war and at least one of these conditions must be true:

Playing as Germany, how to increase Bulgaria's chance to join my alliance?

Bulgaria is not at war and at least one of these conditions must be true:

Playing as Germany, what nations may join my alliance via event?

As Germany the nations you can get alliances with via events are : Croatia, Austria, Hungary, Czechoslovakia, Slovakia, USSR.

Dissent

Dissent is a value to show the unrest in your population. A dissent of 0% means that you have no problems at all, while any other/higher value has negative impact on:

The value rises when

Dissent reduces when

Do I build Factories?

Template:Anthology

There is a wide variety of views on whether or not to build factories. It depends on which nation you are playing and how you are playing them.

The increased Industrial Capacity for building more factories is relatively less important in HOI2 than HOI1. However, increasing your Industrial Capacity can have an effect on Research , and your Transport Capacity , which can also be crucial.

How quickly do factories pay for themselves?

A Factory costs 5 IC for a year and then produces a base 1 IC for the rest of the game.

If there are no modifiers, the factory will pay for itself six years after you start to build it. After those six years you will have more production that if you had not built the factory.

If you start the game in 1936 and build many factories immediately you will have higher overall production by 1941. If you are intending to go to war in 1944, this is great news. If you are intending to go to war in 1937, building factories is a bad idea.

This calculation depends hugely on the IC modifier from ministers, technology, peace, and other variables .

Here is a list of some of the factors that affect your effective IC level:

Also at least some of the increase in IC will be diverted to consumer goods.

In this thread on the Paradox forums, [1] , Raison D'Etat calculates that a well-played Germany on Normal difficulty building factories in 1936 will break even in August 1940.

This seems a good argument for heavy investment. However, many strong players only play against the AI on Very Hard difficulty, which reduces effective IC by 40% and makes the pure IC effect a very bad deal indeed.

Transport Capacity effects

Transport Capacity is based on your effective IC with another modifier applied.

Exceeding your TC by trying to ship too many supplies and occupy too much enemy territory has serious effects. Your movement rates and Effective Supply Efficiency (hence combat performance) are reduced.

Some players find that the increased TC is a decisive factor which makes them invest in factories. It is very common to have reduced effectiveness in (say) the invasion of Russia through a lack of TC.

Other players are less disturbed by having units at reduced effectiveness by lack of Transport Capacity. Steps that can be taken to mitigate the problem include:

Technology

Building factories that take you over cut-off points (20, 40, 60, 80 IC) for extra Tech Teams clearly yield considerable benefits. This does not apply to most major powers on most difficulty settings.

Readiness for War

Your decision on how many factories to build also depends on whether you need to start building any vital units right away. You may be able to build an Infantry division in 50 days. A Battleship will take 730 days.

If you anticipate needing numbers of battleships in 2 years time you must commence building now, rather than building any factories.

Other Factors

There are also other factors that affect whether you should or should not invest in factories.

Domestic Policy

Template:Anthology

HOI2 has a very sophisticated domestic policy and politics model, which includes

You can considerably affect your economic wealth and combat performance by changing your slider settings. The settings also add considerably to the flavour of each nation and the game as a whole.


Domestic Policy Sliders

They are seven sliders, the positions of which determine your domestic policy, your government type, your ability to wage offensive war, and much much more. See the manual page 40-43 for background information that is assumed in the following; this FAQ deals with the details not the overall intent.

Some of them are interdependent. Dependent on your government type, which is determined by the sliders itself, some changes may be impossible to perform. The various government types are described on page 42.

To summarise, the sliders are:

Social Engineering via Slider Changes

Each slider has 10 discrete possible positions with the position determining the exact effect on your society. The closer towards the end of a slider, the more extreme the political position on the issue. In general, effects near the middle of each slider are very mild with positive and negative effects getting more pronounced the more extreme the position. Note that the left side of a slider will have one group of modifiers while the right side will have another; often they carry the same modifiers but that is not always the case. In this FAQ, slider positions are denoted 0 (left end of slider) - 9 (right end of slider). NOTE: in HOI2DD:A the sliders are confirmed to be from 1 to 10, and this can checked inside a saved game file.

Changing sliders can be done either through events or by deliberate manipulation by the player. From the moment the game starts (except in battle scenarios disabling this), you can perform changes to the sliders - just not very often. Choose the slider you want to change and click to move either one step left or right. Once you have changed any policy, it takes one year before you can perform your next policy change. Additionally, changing policies incurs a minor +1% dissent hit.

Which areas of the game are affected by the domestic policy?

The better question is, which area is not? Your domestic policy choices will affect any or all of the following:

Consumer Goods :

Dissent :

Diplomacy:

Intelligence:

Manpower:

Production and Upgrading:

Research:

Unit stats:

Government Type & Sliders

Two sliders determine the type of government you have and, in turn, limit the positions you are allowed to occupy on the other sliders.

Democratic - Authoritarian

Rulership style from one extreme to the other, this is one of the factors determining goverment type.

                9        8       7       6       5       4       3       2       1       0
DowDissent     +10%     +8.9%   +7.8%   +6.7%   +5.6%   +4.4%   +3.3%   +2.2%   +1.1%   +0%
BelToAttack    yes      yes     yes     yes     yes     no      no      no      no      no
Partisans      -5%      -4%     -3%     -2%     -1%     +1%     +2%     +3%     +4%     +5%
GoodsDemand    +20%     +16%    +12%    +8%     +4%     -4%     -8%     -12%    -16%    -20%
Puppet dissent 0.5%     1%      1.5%    2%      2.5%    3%      3.5%    4%      4.5%    5%   

A Democratic nation needs a certain level of belligerence to attack another nation, but the interventionism-Isolationism slider determines the amount belligerence needed in such cases. This slider also determines whether the Interventionism-Isolationism slider can prevent you from joining/creating alliances or not.

Political Left - Political Right

Political extremism from one end of the spectrum to the other, this is the other factor in the the goverment type. The government type determines which ministers are available for appointment and the limits on the other sliders.

In general, you can appoint ministers who either share ideology with the government or are close (one step of distance in the ideology spectrum). E.g. if the government is Fascist, you can appoint both Paternal Autocrat, National Socialist, and Fascist ministers.

In Doomsday and Armageddon, you can also nominate "military" ministers (Head of Intelligence and the Chiefs of Staff/Army/Navy/Air Force) if they are within two steps of distance from the government's ideology (e.g. a National Socialist government can nominate a Paternal Autocrat Head of Intelligence). "Civilian" ministers (Foreign, Armaments, and Security) remain limited to one-step ideological tolerance. Once they are in charge, all kinds of ministers (as well as Heads of State and Heads of Government) have a two-step tolerance before changes of ideology force their dismissal.

               LEFT                                                                   RIGHT
DEMOCRATIC       9      8       7       6       5       4       3       2       1       0
	9	SD	SL	SL	SL	SL	ML	ML	ML	ML	SC
	8	SD	SD	SL	SL	SL	ML	ML	ML	SC	SC
	7	SD	SD	SD	SL	SL	ML	ML	SC	SC	SC
	6	LWR	SD	SD	SD	SL	ML	SC	SC	SC	PA
	5	LWR	LWR	SD	SD	SD	SC	SC	SC	PA	PA
	4	LE	LWR	LWR	SD	SD	SC	SC	PA	PA	FA
	3	LE	LE	LWR	LWR	SD	SC	PA	PA	FA	FA
	2	ST	LE	LE	LWR	LWR	PA	PA	FA	FA	NS
	1	ST	ST	LE	LE	LWR	PA	FA	FA	NS	NS
	0	ST	ST	ST	LE	LE	FA	FA	NS	NS	NS
AUTOCRATIC

Key to the above table, in alphabetical order:

FA = Fascist
LE = Leninist
LWR= Left-Wing Radical
ML = Market Liberal
NS = National Socialist
PA = Paternal Autocrat
SC = Social Conservative
SD = Social Democratic
SL = Social Liberal
ST = Stalinist

Changing Governments

Moving the Left/Right and Democratic/Authoritarian sliders changes the type of government you have.

The government determines

Policy under different Governments

The current government type limits freedom of movement on some policy sliders.

Only a Market Liberal government allows a full Free Market. Most authoritarian types of government allow full Central Planning, but prevent movement towards Free Markets.

These limits only apply to economy and society slider moves you make. Starting as the Free Market USA, you can not move the slider far towards Central Planning. Using the 'freedom' cheat you can (for instance) make the USA Stalinist, and the Economy slider will stay all the way over on Free Market. In uncheated gameplay the slider tends to move due to events.

Heads of State

There is no one-to-one correspondence between Government type and Head of State. Which Head of State you have (and hence the ministers available) depends on the path you take to get to your government type.

Each nation has several Heads of State available to it. Minsters are available based on their similarity to the Head of State's ideology.

A Head of State will resign/be ovethrown if the governemnt type is radically different from their own. It will then be replaced by the most similar available Head of State. Returning to the initial Government type need not return you to the initial Head of State!

Moving Germany left, for instance, replaces Hitler's National Socialist government with a Stalinist one under someone called Renn. Then making Germany democratic introduces a Social Liberal government under Wilhelm II (a Paternal Autocrat). Moving the Germany to the Right to a Market Liberal government retains Wilhelm II. Then moving back towards full Authoritarianism results in a National Socialist state. Because Wilhelm II is Paternal Autocrat, he remains in power even when Germany returns to Nazism.


Other Sliders

Open Society - Closed Society

                0       1       2       3       4       5       6       7       8       9
DisGrowth    +10%     +8%     +6%     +4%      +2%    -2%     -4%     -6%     -8%    -10%
DisNat       +40%    +30%    +20%    +10%      N/A   -10%    -20%    -30%    -40%    -50%
DisOcc       -40%    -30%    -20%    -10%      N/A   +10%    +20%    +30%    +40%    +50%
CounterInt   -40%    -30%    -20%    -10%      N/A   +10%    +20%    +30%    +40%    +50%
TechCost     +20%    +16%    +12%     +8%      +4%    -4%     -8%     12%    -16%    -20%

Limitations: All Authoritarian forms of government limit you to a relatively Closed society. Stalinist and National Socialist governments allow virtually no openness.

All Democratic governments require a relatively Open society. Market and Social Liberals require a very high degree of openness.

This slider is mainly of interest for those taking an extensive interest in fighting - and taking land - outside their own borders.

Fundamentally, an open society will experience internal dissent (dissent in national provinces, which is rare) much harder than a closed society will, while a closed society will experience external dissent (from conquests..) much harder than an open society will. However, the more open the society, the easier it is for dissent to grow, so there is that to consider as well.

Free Market - Central Planning

                0       1       2       3       4       5       6       7       8       9
GoodsMoney   +40%    +30%    +20%    +10%     N/A    -10%    -20%    -30%    -40%    -50%
GoodsDemand  +20%    +16%    +12%     +8%     +4%     -4%     -8%    -12%    -16%    -20%
TechCost     +25%    +20%    +15%    +10%     +5%     -5%    -10%    -15%    -20%    -25%
UpgradeCost  -25%    -20%    -15%    -10%     -5%     +5%    +10%    +15%    +20%    +25%
ProdCost     -20%    -15%    -10%     N/A     N/A     N/A     N/A     N/A     N/A     N/A
ICBonus       N/A     N/A     N/A     N/A     N/A     N/A     N/A    +15%    +20%    +25%

It is in your interest to be at one extreme or the other because of the very big production or IC bonuses.

Only Market Liberalism allows you to have a full Market Economy. Many totalitarian governments insist on a high level of Central Planning. The middling governments - Social Liberal, Social Democrat and Social Conservative - prevent you from moving to one extreme or the other and therefore prevent your economic performance.

Living in a bourgeois state is bad for you - only unfettered capitalism or total state control is a good move!

The Free Market bonuses are more useful than the Central Planning bonuses.From the perspective of unit production, Free Market rules. An example: Assume a unit costs a base of 5 IC for 100 days - its total cost of production over time is 5 IC/day * 100 days = 500 IC. With a 20% discount on BOTH time and cost, it costs (0.8*5 IC/day) * (0.8*100 days) = 320 IC

Compare that to a 25% IC bonus. The cost is unchanged (500 IC) but you have 25% IC more for an effective cost relative to the baseline of 500 IC/1.25 = 400 IC. Another way to look at it is to assume that you have, say 25 IC. That allows for 5 simultaneous unit productions on the baseline. The -20% discount reduces the cost to 4 IC/day, so you can run 6 (and one quarter) simultaneous which will be finished in 80% of the baseline. The +25% IC bonus increases IC to 31.25 allowing for 6 (and one quarter) simultaneously which will be finished at the same time as the baseline. For province enhancements it is less clear since only production time is affected, not daily IC cost, though Free Market still retains a edge.

However this analysis assumes equal amount of base IC dedicated to production. In reality, Free Market has to dedicate about 40% more of its IC to consumer goods (for which it will get tons of money). On the other hand, Central Production will net you a full 25% more TC, which is vital for conquest. Central production costs far more in terms of raw materials (energy, metal, rare materials).

Conclusion: Go to whichever extreme is closest at the beginning. Both nationalizing your free market industries and having your own Perestroika will cripple your economy for many years.

Standing Army - Drafted Army

                0       1       2       3       4       5       6       7       8       9
Manpower XP   +20%    +15%    +10%     +5%     N/A     N/A     N/A     N/A     N/A     N/A
Gearing       -10%     -8%     -6%     -4%     -2%     +2%     +4%     +6%     +8%    +10%
OrgBonus      +10%     +8%     +6%     +4%     +2%     -2%     -4%     -6%     -8%    -10%
Upgr Time/Cost +10%    +20%    +30%    +40%    +50%    +60%   +70%     +80%   +90%   +100%

Unless you are going to be producing a LOT of the same type of unit, a standing army is clearly superior to a drafted one. A drafted army is most interesting when coupled with slider settings that reduce upgrading costs, as it then makes sense to start e.g. a 99 production of '36 infantry, give them highest priority, and just keep on producing them until '41 or even '43 infantry is available, as the total cost of production plus one or two upgrades will be less than producing new units without the accumulated gearing bonus. Fundamentally, parallel builds to fit the situation on hand works for everybody but long serial builds are the domain of the drafted army.

In DD + Arma, upgrade time/cost 1/2

In DD + Arma, the upgrade time/cost part of the Army slider was cut in half. The range is from 5 to 50 in steps of 5 rather than from 10 to 100 in steps of 10.

Hawk Lobby - Dove Lobby

                0       1       2       3       4       5       6       7       8       9
GoodsMoney     N/A     N/A     N/A     N/A     N/A    +10%    +20%    +30%    +40%    +50%
ProdCost      -20%    -15%    -10%     -5%     N/A     N/A     N/A     N/A     N/A     N/A
DisGrowth     -10%     -8%     -6%     -4%     -2%     +2%     +4%     +6%     +8%    +10%
ManGrowth     +10%     +8%     +6%     +4%     +2%     -2%     -4%     -6%     -8%    -10%

This is the choice between Guns and Butter? Given that HoI2 is a wargame, there can be only one answer: GUNS! (And the more, the merrier)

Note that many countries get 'free' moves along this slider from scripted events - particularly German's expansion events at the start of the game.

Interventionism - Isolationism

                0       1       2       3       4       5       6       7       8       9
DipCost       -40%    -30%    -20%    -10%     +0%    +10%    +20%    +30%    +40%    +50%
BadRelBonus   -80%    -60%    -40%    -20%     +0%    +20%    +40%    +60%    +80%   +100%
DowDissent     +0%     +1.1%   +2.2%   +3.3%   +4.4%   +5.6%   +6.7%   +7.8%   +8.9%  +10%
GoodsDemand   +10%    +20%    +30%    +40%    +50%    +60%    +70%    +80%    +90%   +100%
BelToAttack     1       9      19      29      39      49      59      69      79      89
JoinAlliance   yes     yes     yes     yes     yes     no      no      no      no      no

Note: BelToAttack and JoinAlliance are only active when the leadership is very democratic (see Democratic-Authoritarian). However, under those circumstances this is one of the most important sliders in the game as too high isolationism will prevent you from acting against other nations; you will only be able to react. In some ways, this slider can be considered representative of the War Entry from Hearts of Iron 1, except that it is more generalised and not directed against any particular nation but against all aggressive nations. So long as other nations play fairly nice and only invade and conquer just a little bit, the democratic isolationist country will not be able to act because of public opinion. As a rule of thumb, if you are unsure of which dp-slider to move in your yearly dp-change (you DO try to maximize your social engineering skills, presumably), going more interventionist is almost certainly a good choice. If your nation is very democratic, you need it to be able to act rather than merely reacting; if your nation is not, then you need it to reduce the dissent cost of your next declaration of war.

Just like the Hawk or Dove lobby choice, this really is a no-brainer unless you want to play neutral Tibet or something similar: INTERVENTIONISM

Why do I keep getting policy initiative events?

Democratic nations are blessed with (somewhat) loyal oppositions. Once some sliders are brought out of balance with the sort of policy that would be expected by the government type, it is possible to receive some government-specific events. Typically, you may receive an event representing either a government initiative or the opposition's bitching, on any of the topics of defense, economy, foreign policy, law, and constitution. While some of these may indeed bring the free opportunity for slider movements that you desire, it is often at the cost of dissent and it may, occasionally, be better to back off.

Note especially that Democratic nations going Authoritarian have some pretty heavyhanded random events (constitutional policy) in an attempt to stop the slide into Dictatorship before it is too late. But who cares: If you are going Authoritarian, it is probably because you know better than the plebes already, so just accept that 10 dissent hit and continue your purge of unnecessary freedoms. After all, if the good men prefer hanging together, it is almost a civic duty to supply them with rope.

Big changes to policies - One Solution Revolution

Some players like experimenting with random changes to governments; for instance making the USA communist and allying with the Soviet Union in 1938.

There are several ways to do this:

  1. Gently move your democratic/authoritarian and left/right sliders using the moves you have available once per year. If you are democratic you will eventually get 'policy initiative events' that will help you on your way at the cost of some dissent.
  2. Raise your dissent massively (to over 60%). This will prompt a 'Coup' event (in 1.2 onward at least) changing the nature of your government.
  3. Use the 'Robespierre' or 'Freedom' (Depending on game version) cheat to move the sliders and have done with it.

Domestic Policy

Template:Anthology

HOI2 has a very sophisticated domestic policy and politics model, which includes

You can considerably affect your economic wealth and combat performance by changing your slider settings. The settings also add considerably to the flavour of each nation and the game as a whole.


Domestic Policy Sliders

They are seven sliders, the positions of which determine your domestic policy, your government type, your ability to wage offensive war, and much much more. See the manual page 40-43 for background information that is assumed in the following; this FAQ deals with the details not the overall intent.

Some of them are interdependent. Dependent on your government type, which is determined by the sliders itself, some changes may be impossible to perform. The various government types are described on page 42.

To summarise, the sliders are:

Social Engineering via Slider Changes

Each slider has 10 discrete possible positions with the position determining the exact effect on your society. The closer towards the end of a slider, the more extreme the political position on the issue. In general, effects near the middle of each slider are very mild with positive and negative effects getting more pronounced the more extreme the position. Note that the left side of a slider will have one group of modifiers while the right side will have another; often they carry the same modifiers but that is not always the case. In this FAQ, slider positions are denoted 0 (left end of slider) - 9 (right end of slider). NOTE: in HOI2DD:A the sliders are confirmed to be from 1 to 10, and this can checked inside a saved game file.

Changing sliders can be done either through events or by deliberate manipulation by the player. From the moment the game starts (except in battle scenarios disabling this), you can perform changes to the sliders - just not very often. Choose the slider you want to change and click to move either one step left or right. Once you have changed any policy, it takes one year before you can perform your next policy change. Additionally, changing policies incurs a minor +1% dissent hit.

Which areas of the game are affected by the domestic policy?

The better question is, which area is not? Your domestic policy choices will affect any or all of the following:

Consumer Goods :

Dissent :

Diplomacy:

Intelligence:

Manpower:

Production and Upgrading:

Research:

Unit stats:

Government Type & Sliders

Two sliders determine the type of government you have and, in turn, limit the positions you are allowed to occupy on the other sliders.

Democratic - Authoritarian

Rulership style from one extreme to the other, this is one of the factors determining goverment type.

                9        8       7       6       5       4       3       2       1       0
DowDissent     +10%     +8.9%   +7.8%   +6.7%   +5.6%   +4.4%   +3.3%   +2.2%   +1.1%   +0%
BelToAttack    yes      yes     yes     yes     yes     no      no      no      no      no
Partisans      -5%      -4%     -3%     -2%     -1%     +1%     +2%     +3%     +4%     +5%
GoodsDemand    +20%     +16%    +12%    +8%     +4%     -4%     -8%     -12%    -16%    -20%
Puppet dissent 0.5%     1%      1.5%    2%      2.5%    3%      3.5%    4%      4.5%    5%   

A Democratic nation needs a certain level of belligerence to attack another nation, but the interventionism-Isolationism slider determines the amount belligerence needed in such cases. This slider also determines whether the Interventionism-Isolationism slider can prevent you from joining/creating alliances or not.

Political Left - Political Right

Political extremism from one end of the spectrum to the other, this is the other factor in the the goverment type. The government type determines which ministers are available for appointment and the limits on the other sliders.

In general, you can appoint ministers who either share ideology with the government or are close (one step of distance in the ideology spectrum). E.g. if the government is Fascist, you can appoint both Paternal Autocrat, National Socialist, and Fascist ministers.

In Doomsday and Armageddon, you can also nominate "military" ministers (Head of Intelligence and the Chiefs of Staff/Army/Navy/Air Force) if they are within two steps of distance from the government's ideology (e.g. a National Socialist government can nominate a Paternal Autocrat Head of Intelligence). "Civilian" ministers (Foreign, Armaments, and Security) remain limited to one-step ideological tolerance. Once they are in charge, all kinds of ministers (as well as Heads of State and Heads of Government) have a two-step tolerance before changes of ideology force their dismissal.

               LEFT                                                                   RIGHT
DEMOCRATIC       9      8       7       6       5       4       3       2       1       0
	9	SD	SL	SL	SL	SL	ML	ML	ML	ML	SC
	8	SD	SD	SL	SL	SL	ML	ML	ML	SC	SC
	7	SD	SD	SD	SL	SL	ML	ML	SC	SC	SC
	6	LWR	SD	SD	SD	SL	ML	SC	SC	SC	PA
	5	LWR	LWR	SD	SD	SD	SC	SC	SC	PA	PA
	4	LE	LWR	LWR	SD	SD	SC	SC	PA	PA	FA
	3	LE	LE	LWR	LWR	SD	SC	PA	PA	FA	FA
	2	ST	LE	LE	LWR	LWR	PA	PA	FA	FA	NS
	1	ST	ST	LE	LE	LWR	PA	FA	FA	NS	NS
	0	ST	ST	ST	LE	LE	FA	FA	NS	NS	NS
AUTOCRATIC

Key to the above table, in alphabetical order:

FA = Fascist
LE = Leninist
LWR= Left-Wing Radical
ML = Market Liberal
NS = National Socialist
PA = Paternal Autocrat
SC = Social Conservative
SD = Social Democratic
SL = Social Liberal
ST = Stalinist

Changing Governments

Moving the Left/Right and Democratic/Authoritarian sliders changes the type of government you have.

The government determines

Policy under different Governments

The current government type limits freedom of movement on some policy sliders.

Only a Market Liberal government allows a full Free Market. Most authoritarian types of government allow full Central Planning, but prevent movement towards Free Markets.

These limits only apply to economy and society slider moves you make. Starting as the Free Market USA, you can not move the slider far towards Central Planning. Using the 'freedom' cheat you can (for instance) make the USA Stalinist, and the Economy slider will stay all the way over on Free Market. In uncheated gameplay the slider tends to move due to events.

Heads of State

There is no one-to-one correspondence between Government type and Head of State. Which Head of State you have (and hence the ministers available) depends on the path you take to get to your government type.

Each nation has several Heads of State available to it. Minsters are available based on their similarity to the Head of State's ideology.

A Head of State will resign/be ovethrown if the governemnt type is radically different from their own. It will then be replaced by the most similar available Head of State. Returning to the initial Government type need not return you to the initial Head of State!

Moving Germany left, for instance, replaces Hitler's National Socialist government with a Stalinist one under someone called Renn. Then making Germany democratic introduces a Social Liberal government under Wilhelm II (a Paternal Autocrat). Moving the Germany to the Right to a Market Liberal government retains Wilhelm II. Then moving back towards full Authoritarianism results in a National Socialist state. Because Wilhelm II is Paternal Autocrat, he remains in power even when Germany returns to Nazism.


Other Sliders

Open Society - Closed Society

                0       1       2       3       4       5       6       7       8       9
DisGrowth    +10%     +8%     +6%     +4%      +2%    -2%     -4%     -6%     -8%    -10%
DisNat       +40%    +30%    +20%    +10%      N/A   -10%    -20%    -30%    -40%    -50%
DisOcc       -40%    -30%    -20%    -10%      N/A   +10%    +20%    +30%    +40%    +50%
CounterInt   -40%    -30%    -20%    -10%      N/A   +10%    +20%    +30%    +40%    +50%
TechCost     +20%    +16%    +12%     +8%      +4%    -4%     -8%     12%    -16%    -20%

Limitations: All Authoritarian forms of government limit you to a relatively Closed society. Stalinist and National Socialist governments allow virtually no openness.

All Democratic governments require a relatively Open society. Market and Social Liberals require a very high degree of openness.

This slider is mainly of interest for those taking an extensive interest in fighting - and taking land - outside their own borders.

Fundamentally, an open society will experience internal dissent (dissent in national provinces, which is rare) much harder than a closed society will, while a closed society will experience external dissent (from conquests..) much harder than an open society will. However, the more open the society, the easier it is for dissent to grow, so there is that to consider as well.

Free Market - Central Planning

                0       1       2       3       4       5       6       7       8       9
GoodsMoney   +40%    +30%    +20%    +10%     N/A    -10%    -20%    -30%    -40%    -50%
GoodsDemand  +20%    +16%    +12%     +8%     +4%     -4%     -8%    -12%    -16%    -20%
TechCost     +25%    +20%    +15%    +10%     +5%     -5%    -10%    -15%    -20%    -25%
UpgradeCost  -25%    -20%    -15%    -10%     -5%     +5%    +10%    +15%    +20%    +25%
ProdCost     -20%    -15%    -10%     N/A     N/A     N/A     N/A     N/A     N/A     N/A
ICBonus       N/A     N/A     N/A     N/A     N/A     N/A     N/A    +15%    +20%    +25%

It is in your interest to be at one extreme or the other because of the very big production or IC bonuses.

Only Market Liberalism allows you to have a full Market Economy. Many totalitarian governments insist on a high level of Central Planning. The middling governments - Social Liberal, Social Democrat and Social Conservative - prevent you from moving to one extreme or the other and therefore prevent your economic performance.

Living in a bourgeois state is bad for you - only unfettered capitalism or total state control is a good move!

The Free Market bonuses are more useful than the Central Planning bonuses.From the perspective of unit production, Free Market rules. An example: Assume a unit costs a base of 5 IC for 100 days - its total cost of production over time is 5 IC/day * 100 days = 500 IC. With a 20% discount on BOTH time and cost, it costs (0.8*5 IC/day) * (0.8*100 days) = 320 IC

Compare that to a 25% IC bonus. The cost is unchanged (500 IC) but you have 25% IC more for an effective cost relative to the baseline of 500 IC/1.25 = 400 IC. Another way to look at it is to assume that you have, say 25 IC. That allows for 5 simultaneous unit productions on the baseline. The -20% discount reduces the cost to 4 IC/day, so you can run 6 (and one quarter) simultaneous which will be finished in 80% of the baseline. The +25% IC bonus increases IC to 31.25 allowing for 6 (and one quarter) simultaneously which will be finished at the same time as the baseline. For province enhancements it is less clear since only production time is affected, not daily IC cost, though Free Market still retains a edge.

However this analysis assumes equal amount of base IC dedicated to production. In reality, Free Market has to dedicate about 40% more of its IC to consumer goods (for which it will get tons of money). On the other hand, Central Production will net you a full 25% more TC, which is vital for conquest. Central production costs far more in terms of raw materials (energy, metal, rare materials).

Conclusion: Go to whichever extreme is closest at the beginning. Both nationalizing your free market industries and having your own Perestroika will cripple your economy for many years.

Standing Army - Drafted Army

                0       1       2       3       4       5       6       7       8       9
Manpower XP   +20%    +15%    +10%     +5%     N/A     N/A     N/A     N/A     N/A     N/A
Gearing       -10%     -8%     -6%     -4%     -2%     +2%     +4%     +6%     +8%    +10%
OrgBonus      +10%     +8%     +6%     +4%     +2%     -2%     -4%     -6%     -8%    -10%
Upgr Time/Cost +10%    +20%    +30%    +40%    +50%    +60%   +70%     +80%   +90%   +100%

Unless you are going to be producing a LOT of the same type of unit, a standing army is clearly superior to a drafted one. A drafted army is most interesting when coupled with slider settings that reduce upgrading costs, as it then makes sense to start e.g. a 99 production of '36 infantry, give them highest priority, and just keep on producing them until '41 or even '43 infantry is available, as the total cost of production plus one or two upgrades will be less than producing new units without the accumulated gearing bonus. Fundamentally, parallel builds to fit the situation on hand works for everybody but long serial builds are the domain of the drafted army.

In DD + Arma, upgrade time/cost 1/2

In DD + Arma, the upgrade time/cost part of the Army slider was cut in half. The range is from 5 to 50 in steps of 5 rather than from 10 to 100 in steps of 10.

Hawk Lobby - Dove Lobby

                0       1       2       3       4       5       6       7       8       9
GoodsMoney     N/A     N/A     N/A     N/A     N/A    +10%    +20%    +30%    +40%    +50%
ProdCost      -20%    -15%    -10%     -5%     N/A     N/A     N/A     N/A     N/A     N/A
DisGrowth     -10%     -8%     -6%     -4%     -2%     +2%     +4%     +6%     +8%    +10%
ManGrowth     +10%     +8%     +6%     +4%     +2%     -2%     -4%     -6%     -8%    -10%

This is the choice between Guns and Butter? Given that HoI2 is a wargame, there can be only one answer: GUNS! (And the more, the merrier)

Note that many countries get 'free' moves along this slider from scripted events - particularly German's expansion events at the start of the game.

Interventionism - Isolationism

                0       1       2       3       4       5       6       7       8       9
DipCost       -40%    -30%    -20%    -10%     +0%    +10%    +20%    +30%    +40%    +50%
BadRelBonus   -80%    -60%    -40%    -20%     +0%    +20%    +40%    +60%    +80%   +100%
DowDissent     +0%     +1.1%   +2.2%   +3.3%   +4.4%   +5.6%   +6.7%   +7.8%   +8.9%  +10%
GoodsDemand   +10%    +20%    +30%    +40%    +50%    +60%    +70%    +80%    +90%   +100%
BelToAttack     1       9      19      29      39      49      59      69      79      89
JoinAlliance   yes     yes     yes     yes     yes     no      no      no      no      no

Note: BelToAttack and JoinAlliance are only active when the leadership is very democratic (see Democratic-Authoritarian). However, under those circumstances this is one of the most important sliders in the game as too high isolationism will prevent you from acting against other nations; you will only be able to react. In some ways, this slider can be considered representative of the War Entry from Hearts of Iron 1, except that it is more generalised and not directed against any particular nation but against all aggressive nations. So long as other nations play fairly nice and only invade and conquer just a little bit, the democratic isolationist country will not be able to act because of public opinion. As a rule of thumb, if you are unsure of which dp-slider to move in your yearly dp-change (you DO try to maximize your social engineering skills, presumably), going more interventionist is almost certainly a good choice. If your nation is very democratic, you need it to be able to act rather than merely reacting; if your nation is not, then you need it to reduce the dissent cost of your next declaration of war.

Just like the Hawk or Dove lobby choice, this really is a no-brainer unless you want to play neutral Tibet or something similar: INTERVENTIONISM

Why do I keep getting policy initiative events?

Democratic nations are blessed with (somewhat) loyal oppositions. Once some sliders are brought out of balance with the sort of policy that would be expected by the government type, it is possible to receive some government-specific events. Typically, you may receive an event representing either a government initiative or the opposition's bitching, on any of the topics of defense, economy, foreign policy, law, and constitution. While some of these may indeed bring the free opportunity for slider movements that you desire, it is often at the cost of dissent and it may, occasionally, be better to back off.

Note especially that Democratic nations going Authoritarian have some pretty heavyhanded random events (constitutional policy) in an attempt to stop the slide into Dictatorship before it is too late. But who cares: If you are going Authoritarian, it is probably because you know better than the plebes already, so just accept that 10 dissent hit and continue your purge of unnecessary freedoms. After all, if the good men prefer hanging together, it is almost a civic duty to supply them with rope.

Big changes to policies - One Solution Revolution

Some players like experimenting with random changes to governments; for instance making the USA communist and allying with the Soviet Union in 1938.

There are several ways to do this:

  1. Gently move your democratic/authoritarian and left/right sliders using the moves you have available once per year. If you are democratic you will eventually get 'policy initiative events' that will help you on your way at the cost of some dissent.
  2. Raise your dissent massively (to over 60%). This will prompt a 'Coup' event (in 1.2 onward at least) changing the nature of your government.
  3. Use the 'Robespierre' or 'Freedom' (Depending on game version) cheat to move the sliders and have done with it.

Domination of the Draka

A WWII alternate history mod based on the Draka books by S.M. Stirling.

Dominican Republic

The Dominican Republic is a nation located in the Central Caribbean. The IC is 6. The first thing I noticed was the total lack of IC, capable leaders, and the small army. You start off with a outdated army, that needs reinforcements.


Tips

Fix up the army, upgrade to Infantry '36, and build 3 militia divisions at the least by the time '36 ends (be sure to start off the new year with 1936 Infantry Research, as it is vital to compete with other powers). Also, put the slider towards standing army as far as possible. It's the only way to compete with the South American 'Giants' in war.


The country

It first appears as though the Republic is a total waste of time. Don't be fooled. This country has the ability to become one of the greatest countries of Central America/Central Caribbean. You may have noticed you share the island of Hispaniola with a not so friendly neighbor, Haiti. Haiti has claims on the only 2 provinces you own, Santiago and Santo Domingo. You are relatively well liked by your neighbors, however, which includes Great Britain, The U.S. France, Northern South America (Venezuela, and Columbia). These relationships are vital to Imperialistic ideas.

Expansion Westward!

Well, as you may have expected, Haiti will be your first target. Haiti must be attacked from your two provinces. Once Haiti is annexed, it is not wise to recreate them, as they take up the entire island. Your IC increases from 6 to 11 and this is a huge jump for your expansion. You may have noticed the United States canceled their Non-Aggression pact with you. This is not to fear, just something to remember. Haiti needs all four of your divisions to quell the possible partisan activity. This is the time to begin building convoys, a transport fleet, and a larger army. Your next target is very close to home. Once all is built up (you should have at least 2 transports, 30 convoy ships, and 3 regular infantry divisions), you pretty much have to rely on luck. Save the game before the invasion. I calculated a 50% chance that the United States will declare war on you once you attack Cuba. If luck is on your side, you can land at Guantanamo and march through the island until you reach Havana. The Cubans have a navy, so be sure to have your troops on the ship off the coast of Guantanamo, ready to launch the attack. The navy generally stays around the north of the island, focusing around the Santa Clara area, so you should be OK with transferring troops and goods to Guantanamo. Always keep a mobile force on the island, 4 divisions strong. If the United States declares war, they will ALWAYS land at Santiago. They land one division at a time, so defending the shores isn't a huge problem. Defeating the U.S. is. Eventually, you will either win or lose, depending on if the United States ever joins the Allies, or if Landon is elected. Depending on Germany's situation, it is a smart idea to join them, as they have a surplus of energy, metal, and some good oil. If Germany is a failing country, don't join them. You'll go down fast. Remember: The Non-Aggression pact between you and the States is gone, so don't trick yourself into thinking you're invincible. Cuba and Haiti were the easy part. Now we expand Southward!

Expansion Southward!

South America is more difficult. Venezuela, Columbia, and Great Britain may come into play this time around. This isn't an easy task. Hopefully, with proper military buildup, transport fleets, and more convoys, you will be able to combat some serious firepower. The important thing is to not get ahead of yourself. Too many invasions can lead to a country like France or Great Britain to declare war, and strike swiftly. Britain doesn't play games with you. They send their slave nation, Canada, to do their bidding. If you declare war on Columbia in 1939, the U.S. declares war on you, and lands all over your new empire. If it is declared in 1940, not much action is taken against you. The U.S. AI is fairly neutral until '42 or '43, and The British don't want their lands taken over. Timing is crucial in the Southern Expansion. Venezuela is a good first target, because of the oil-rich province Maracaibo. The Venezuelan Army is fairly well put together, with cavalry units, and an armored unit by '43, stationed at Caracas. Fortunately, we're not attacking in '43, are we? If you maintain good relations with Columbia, and Central America, you may be able to have a flowing alliance. If you join Germany, they will send 1-2 Air divisions just to patrol your skies, and bomb Belize. If you make an alliance with Columbia, and Central America, you have many more troops committed to your cause. It's your choice what you want. There is a 25% chance the U.S. will declare war during WW2, although if Landon is elected, if you have an alliance with Columbia and another Central American country, or if you and Germany are allied, they never declare war(on you at least. There is always a risk of war between Germany and the United States). With the Alliance secured (or not secured, depending on your timing), it is time. Before landing, scope the beaches for the least fortified province, and load up. Use your most able commander with the most experience, and establish a strong beachhead. If you capture Maracaibo, the Venezuelans will sue for peace. Do not accept it, because if your troop level reaches two divisions in the occupied area, they will invade these taken lands. Also: be conscious. If you join Germany, the British and the Canadians will be around the Caribbean a LOT, and the French will begin making incursions once they are defeated in Europe. Once Venezuela is defeated (it is best to corner them in a jungle of your choice), gear up for an invasion of Columbia. If you are allied with Columbia, get ready for war against Central America. Columbia's Army is relatively small (5 divisions, 3 infantry and 2 cavalry in '40, and '41), and you should have no problem with them. Once the Colombians are dealt with, the United States problem will no longer haunt you. They risk losing their pride and joy: The Canal. Now Britain will begin influencing you by trying to turn you democratic. They don't want their interests in the Caribbean to go down. But we won't worry about them for now. We need to focus on some Relations with Bolivia. That's right. Bolivia has a very large military by '43 (close to 10 divisions, and a respectable Air Force). If you have an independent alliance, Bolivia may become a great ally. They provide rare materials to a small extent, and their military is invaluable. Your next target will be Ecuador. These guys are a joke. 2 Divisions, and one province of victory points aren't a match to you. Once Ecuador is down, you need to prepare for the worst. Brazil has become aware of your expansion, and they fear you, yes. If you declare war on Peru, Brazil will overrun you with the massive amounts of Military they have amassed at your borders. Brazil is no doubt the power of South America, with 41 total IC. If you begin expanding at a seemingly alarming rate, the Brazilians will increase their army drastically. We will cover them more soon, though.

Fighting Superpowers

Let's face it. If Landon doesn't win, and the Brits hate you, we have a problem. The thing to remember is that you have many islands to defend, with very little IC. By creating resource convoys, you may increase your IC dramatically, and, unfortunately, this is a point not lost on other countries. They know you get power from other lands, so don't rely on these provinces to get you an empire while an increasingly angered U.S. and U.K. stand there doing nothing. Every time war is declared, the other countries of the world calculate your risk against them. France usually keeps their image, and they stay away from you. The British are definitely one of the countries to fear. With an impenetrable Navy, a well regarded Army, and a large Air Force, they don't fear a small country like you. The United States always poses a threat, as they have all countries of the Americas guaranteed with Independence. Brazil is a superpower in the fact that it has the ability to completely destroy you in South America. They stack 4 Divisions per province along your borders, and once you hit too close to home (by attacking Chile or Peru) they unleash some serious whooping on you. With that said, defense must be taken. When not in any war, it is absolutely crucial to increase the military. Without a sizable army, you can be defeated by the smallest of nations (El Salvador, Costa Rica, etc.).

When combating the U.K. and France, the U.K. sends its Navy and Army to you with some scattered Air Force units, while France sends most of its' Air Force. Do not fear. Once The Brits lose France and The Soviet Union is pushed back, the majority of your trouble is over. France and Britain lose interest and only attempt very rare beach incursions. This is your chance to shine! Take all Caribbean Provinces owned by these countries, but watch for Canada's navy (Although much of it's navy is in the Mediterranean fighting the Italians). Now that these countries' provinces are lost, they lack military strong points, naval bases, and air bases. You have the Caribbean. The only way to beat the Caribbean forces is to be patient.

When combating the U.S., you are in for one hell of a ride. They can be held off at best. Any landing in Florida, Louisiana, or along the Eastern Seaboard will result in total annihilation. Luckily, if the U.S. DOES declare war, they are in a sluggish position to do so, and usually it takes a fairly long time (anywhere from 2-12 months) to get an army to attack. They attack with one division of Infantry every time(although if you do not destroy the one division, more divisions will land). I have never been attacked by Mountain, Marine, or any other type of Infantry (or anything else, for that matter!). You can keep destroying their divisions, and sooner or later, they will just leave the war by either never landing again (although they will land if they notice lack of troop presence), or asking for a white peace (which I would recommend accepting promptly). This solves the U.S. problem. Occasionally, they will influence you as well, which I found amusing.

Brazil is a South American superpower. The largest IC is located in the easternmost part of the country, and you must fight a large war with them. You cannot beat the Brazilian Army by yourself unless you have increased your IC to 41 or higher. This is why alliances with local countries are crucial. Bolivia can defeat many of the Brazilian divisions, and this will cause them to fight a two front war, which, as we all know, is a terrible thing to fight. With enough divisions from both countries, and proper encirclement, Brazil can be defeated within a year of their declaration of war. Once Brazil is defeated, you will feel more empowered than ever. Believe me, defeating Brazil is no easy task. Now you have secured South American expansion and can have a field day with Peru, Chile, Paraguay, and Argentina(and Argentina isn't all too difficult because of the vertical shape of the country).

Central America

Your first Central American country is the hardest. Granted, it's one province for every Central American country, so you may be tricked. Central America is rich with resource, and rich with victory points. It is best to land at a country that has a port facing the Caribbean (like Guatemala) so you can be supplied with less convoys used up, as well as the always possible threat of war with the United States. You can then advance in whichever direction you need to invade. You will have a rare material resource base, and a lot of the supplies you need to keep your country running.

In conclusion

When you control all this land, just build military and technology up. Always use your slider points for a standing army. For technology, you can create that Navy you've always wanted. You should have completed all this by late '43 to mid '44. Then you can have some fun with invasions of Mexico, a very far landing (such as Hawaii, or Australia) and just be sure to enjoy your newly founded empire.

-- UberBenny 00:57, 21 January 2008 (CET)

Dominican Republic

The Dominican Republic is a nation located in the Central Caribbean. The IC is 6. The first thing I noticed was the total lack of IC, capable leaders, and the small army. You start off with a outdated army, that needs reinforcements.


Tips

Fix up the army, upgrade to Infantry '36, and build 3 militia divisions at the least by the time '36 ends (be sure to start off the new year with 1936 Infantry Research, as it is vital to compete with other powers). Also, put the slider towards standing army as far as possible. It's the only way to compete with the South American 'Giants' in war.


The country

It first appears as though the Republic is a total waste of time. Don't be fooled. This country has the ability to become one of the greatest countries of Central America/Central Caribbean. You may have noticed you share the island of Hispaniola with a not so friendly neighbor, Haiti. Haiti has claims on the only 2 provinces you own, Santiago and Santo Domingo. You are relatively well liked by your neighbors, however, which includes Great Britain, The U.S. France, Northern South America (Venezuela, and Columbia). These relationships are vital to Imperialistic ideas.

Expansion Westward!

Well, as you may have expected, Haiti will be your first target. Haiti must be attacked from your two provinces. Once Haiti is annexed, it is not wise to recreate them, as they take up the entire island. Your IC increases from 6 to 11 and this is a huge jump for your expansion. You may have noticed the United States canceled their Non-Aggression pact with you. This is not to fear, just something to remember. Haiti needs all four of your divisions to quell the possible partisan activity. This is the time to begin building convoys, a transport fleet, and a larger army. Your next target is very close to home. Once all is built up (you should have at least 2 transports, 30 convoy ships, and 3 regular infantry divisions), you pretty much have to rely on luck. Save the game before the invasion. I calculated a 50% chance that the United States will declare war on you once you attack Cuba. If luck is on your side, you can land at Guantanamo and march through the island until you reach Havana. The Cubans have a navy, so be sure to have your troops on the ship off the coast of Guantanamo, ready to launch the attack. The navy generally stays around the north of the island, focusing around the Santa Clara area, so you should be OK with transferring troops and goods to Guantanamo. Always keep a mobile force on the island, 4 divisions strong. If the United States declares war, they will ALWAYS land at Santiago. They land one division at a time, so defending the shores isn't a huge problem. Defeating the U.S. is. Eventually, you will either win or lose, depending on if the United States ever joins the Allies, or if Landon is elected. Depending on Germany's situation, it is a smart idea to join them, as they have a surplus of energy, metal, and some good oil. If Germany is a failing country, don't join them. You'll go down fast. Remember: The Non-Aggression pact between you and the States is gone, so don't trick yourself into thinking you're invincible. Cuba and Haiti were the easy part. Now we expand Southward!

Expansion Southward!

South America is more difficult. Venezuela, Columbia, and Great Britain may come into play this time around. This isn't an easy task. Hopefully, with proper military buildup, transport fleets, and more convoys, you will be able to combat some serious firepower. The important thing is to not get ahead of yourself. Too many invasions can lead to a country like France or Great Britain to declare war, and strike swiftly. Britain doesn't play games with you. They send their slave nation, Canada, to do their bidding. If you declare war on Columbia in 1939, the U.S. declares war on you, and lands all over your new empire. If it is declared in 1940, not much action is taken against you. The U.S. AI is fairly neutral until '42 or '43, and The British don't want their lands taken over. Timing is crucial in the Southern Expansion. Venezuela is a good first target, because of the oil-rich province Maracaibo. The Venezuelan Army is fairly well put together, with cavalry units, and an armored unit by '43, stationed at Caracas. Fortunately, we're not attacking in '43, are we? If you maintain good relations with Columbia, and Central America, you may be able to have a flowing alliance. If you join Germany, they will send 1-2 Air divisions just to patrol your skies, and bomb Belize. If you make an alliance with Columbia, and Central America, you have many more troops committed to your cause. It's your choice what you want. There is a 25% chance the U.S. will declare war during WW2, although if Landon is elected, if you have an alliance with Columbia and another Central American country, or if you and Germany are allied, they never declare war(on you at least. There is always a risk of war between Germany and the United States). With the Alliance secured (or not secured, depending on your timing), it is time. Before landing, scope the beaches for the least fortified province, and load up. Use your most able commander with the most experience, and establish a strong beachhead. If you capture Maracaibo, the Venezuelans will sue for peace. Do not accept it, because if your troop level reaches two divisions in the occupied area, they will invade these taken lands. Also: be conscious. If you join Germany, the British and the Canadians will be around the Caribbean a LOT, and the French will begin making incursions once they are defeated in Europe. Once Venezuela is defeated (it is best to corner them in a jungle of your choice), gear up for an invasion of Columbia. If you are allied with Columbia, get ready for war against Central America. Columbia's Army is relatively small (5 divisions, 3 infantry and 2 cavalry in '40, and '41), and you should have no problem with them. Once the Colombians are dealt with, the United States problem will no longer haunt you. They risk losing their pride and joy: The Canal. Now Britain will begin influencing you by trying to turn you democratic. They don't want their interests in the Caribbean to go down. But we won't worry about them for now. We need to focus on some Relations with Bolivia. That's right. Bolivia has a very large military by '43 (close to 10 divisions, and a respectable Air Force). If you have an independent alliance, Bolivia may become a great ally. They provide rare materials to a small extent, and their military is invaluable. Your next target will be Ecuador. These guys are a joke. 2 Divisions, and one province of victory points aren't a match to you. Once Ecuador is down, you need to prepare for the worst. Brazil has become aware of your expansion, and they fear you, yes. If you declare war on Peru, Brazil will overrun you with the massive amounts of Military they have amassed at your borders. Brazil is no doubt the power of South America, with 41 total IC. If you begin expanding at a seemingly alarming rate, the Brazilians will increase their army drastically. We will cover them more soon, though.

Fighting Superpowers

Let's face it. If Landon doesn't win, and the Brits hate you, we have a problem. The thing to remember is that you have many islands to defend, with very little IC. By creating resource convoys, you may increase your IC dramatically, and, unfortunately, this is a point not lost on other countries. They know you get power from other lands, so don't rely on these provinces to get you an empire while an increasingly angered U.S. and U.K. stand there doing nothing. Every time war is declared, the other countries of the world calculate your risk against them. France usually keeps their image, and they stay away from you. The British are definitely one of the countries to fear. With an impenetrable Navy, a well regarded Army, and a large Air Force, they don't fear a small country like you. The United States always poses a threat, as they have all countries of the Americas guaranteed with Independence. Brazil is a superpower in the fact that it has the ability to completely destroy you in South America. They stack 4 Divisions per province along your borders, and once you hit too close to home (by attacking Chile or Peru) they unleash some serious whooping on you. With that said, defense must be taken. When not in any war, it is absolutely crucial to increase the military. Without a sizable army, you can be defeated by the smallest of nations (El Salvador, Costa Rica, etc.).

When combating the U.K. and France, the U.K. sends its Navy and Army to you with some scattered Air Force units, while France sends most of its' Air Force. Do not fear. Once The Brits lose France and The Soviet Union is pushed back, the majority of your trouble is over. France and Britain lose interest and only attempt very rare beach incursions. This is your chance to shine! Take all Caribbean Provinces owned by these countries, but watch for Canada's navy (Although much of it's navy is in the Mediterranean fighting the Italians). Now that these countries' provinces are lost, they lack military strong points, naval bases, and air bases. You have the Caribbean. The only way to beat the Caribbean forces is to be patient.

When combating the U.S., you are in for one hell of a ride. They can be held off at best. Any landing in Florida, Louisiana, or along the Eastern Seaboard will result in total annihilation. Luckily, if the U.S. DOES declare war, they are in a sluggish position to do so, and usually it takes a fairly long time (anywhere from 2-12 months) to get an army to attack. They attack with one division of Infantry every time(although if you do not destroy the one division, more divisions will land). I have never been attacked by Mountain, Marine, or any other type of Infantry (or anything else, for that matter!). You can keep destroying their divisions, and sooner or later, they will just leave the war by either never landing again (although they will land if they notice lack of troop presence), or asking for a white peace (which I would recommend accepting promptly). This solves the U.S. problem. Occasionally, they will influence you as well, which I found amusing.

Brazil is a South American superpower. The largest IC is located in the easternmost part of the country, and you must fight a large war with them. You cannot beat the Brazilian Army by yourself unless you have increased your IC to 41 or higher. This is why alliances with local countries are crucial. Bolivia can defeat many of the Brazilian divisions, and this will cause them to fight a two front war, which, as we all know, is a terrible thing to fight. With enough divisions from both countries, and proper encirclement, Brazil can be defeated within a year of their declaration of war. Once Brazil is defeated, you will feel more empowered than ever. Believe me, defeating Brazil is no easy task. Now you have secured South American expansion and can have a field day with Peru, Chile, Paraguay, and Argentina(and Argentina isn't all too difficult because of the vertical shape of the country).

Central America

Your first Central American country is the hardest. Granted, it's one province for every Central American country, so you may be tricked. Central America is rich with resource, and rich with victory points. It is best to land at a country that has a port facing the Caribbean (like Guatemala) so you can be supplied with less convoys used up, as well as the always possible threat of war with the United States. You can then advance in whichever direction you need to invade. You will have a rare material resource base, and a lot of the supplies you need to keep your country running.

In conclusion

When you control all this land, just build military and technology up. Always use your slider points for a standing army. For technology, you can create that Navy you've always wanted. You should have completed all this by late '43 to mid '44. Then you can have some fun with invasions of Mexico, a very far landing (such as Hawaii, or Australia) and just be sure to enjoy your newly founded empire.

-- UberBenny 00:57, 21 January 2008 (CET)

Doomsday

Hearts of Iron II: Doomsday is a stand-alone expansion for the game of World War II strategy, Hearts of Iron II , released in April 4, 2006. It contains everything that was in the original game while highlighting and expanding the period after historical World War II, including a hypothetical nuclear war between the Soviet Union and the Allies.

Intelligence folder

There is a new intelligence sub-game for spies. This provides information on other countries and allows operations against them such as:

Other changes

Doomsday also features some other changes and additions such as:

Doomsday Tech ID List with prerequisites

Here are the Doomsday techs listed for convenience, modders may find this useful. Modder-friendly formatting used, usable for copy-paste operations.

Tech category: armor

2010   # Great War Tank
    # requires: 

2020   # Tankette
    # requires: 
    # 2010

2030   # Early Tank
    # requires: 
    # 2020

2040   # Basic Light Tank
    # requires: 
    # 2030

2050   # Improved Light Tank
    # requires: 
    # 2040

2060   # Advanced Light Tank
    # requires: 
    # 2050

2070   # Basic Medium Tank
    # requires: 
    # 2050

2080   # Improved Medium Tank
    # requires: 
    # 2070

2090   # Advanced Medium Tank
    # requires: 
    # 2080

11000   # Main battle Tank
    # requires: 
    # 2140

11010   # Adv Main battle Tank
    # requires: 
    # 11000

2100   # Basic Heavy Tank
    # requires: 
    # 2030

2110   # Improved Heavy Tank
    # requires: 
    # 2100
    # 2080

2120   # Advanced Heavy Tank
    # requires: 
    # 2110
    # 2090

2130   # Super Heavy Tank
    # requires: 
    # 2120

2140   # Semi-Modern Tank
    # requires: 
    # 2120
    # 2090

2150   # Basic Armoured Car
    # requires: 

2160   # Improved Armored Car
    # requires: 
    # 2150

11110    # Modern Armored Car
    # requires: 
    # 2160

2170   # Early Tank Destroyer
    # requires: 
    # 2030
    # 2400

2180   # Basic Tank Destroyer
    # requires: 
    # 2040
    # 2410
    # 2170

2190   # Improved Tank Destroyer
    # requires: 
    # 2050
    # 2420
    # 2180

2200   # Advanced Tank Destroyer
    # requires: 
    # 2070
    # 2430
    # 2190

2210   # Semi-Modern Tank Destroyer
    # requires: 
    # 2080
    # 2440
    # 2200

11020   # Modern Tank Destroyer
    # requires: 
    # 2090
    # 2210

2220   # Early Self-Propelled Artillery
    # requires: 
    # 2030
    # 2330

2230   # Basic Self-Propelled Artillery
    # requires: 
    # 2040
    # 2220

2240   # Improved Self-Propelled Artillery
    # requires: 
    # 2050
    # 2230

2250   # Advanced Self-Propelled Artillery
    # requires: 
    # 2060
    # 2240

11030   # Semi modern Self-Propelled Artillery
    # requires: 
    # 2070
    # 2250

11040   # modern Self-Propelled Artillery
    # requires: 
    # 2080
    # 11030

2260   # Basic SP Rocket Artillery
    # requires: 
    # 2070
    # 2380

2270   # Improved SP Rocket Artillery
    # requires: 
    # 2080
    # 2260

2280   # Advanced SP Rocket Artillery
    # requires: 
    # 2080
    # 2270

11050   # Semi modern SP Rocket Artillery
    # requires: 
    # 2090
    # 2280

11060   # modern SP Rocket Artillery
    # requires: 
    # 11050

2290   # Great War Light Field Artillery
    # requires: 

2300   # Great War Medium Field Artillery
    # requires: 
    # 2290

2310   # Great War Heavy Field Artillery
    # requires: 
    # 2300

2320   # Early Field Artillery
    # requires: 
    # 2310

2330   # Basic Field Artillery
    # requires: 
    # 2320

2340   # Improved Field Artillery
    # requires: 
    # 2330

2350   # Advanced Field Artillery
    # requires: 
    # 2340

2360   # Semi-Modern Field Artillery
    # requires: 
    # 2350

2370   # Basic Rocket Artillery
    # requires: 
    # 2340

2380   # Improved Rocket Artillery
    # requires: 
    # 2370

2390   # Advanced Rocket Artillery
    # requires: 
    # 2380

2400   # Early Anti-Tank Artillery
    # requires: 
    # 2310

2410   # Basic Anti-Tank Artillery
    # requires: 
    # 2400

2420   # Improved Anti-Tank Artillery
    # requires: 
    # 2410

2430   # Advanced Anti-Tank Artillery
    # requires: 
    # 2420

2440   # Semi-Modern Anti-Tank Artillery
    # requires: 
    # 2430

11070   # Modern Anti-Tank Artillery
    # requires: 
    # 2440

2450   # Great War Static Anti-Air Artillery
    # requires: 

2460   # Early Static Anti-Air Artillery
    # requires: 
    # 2450

2470   # Basic Static Anti-Air Artillery
    # requires: 
    # 2460

2480   # Improved Static Anti-Air Artillery
    # requires: 
    # 2470

2490   # Advanced Static Anti-Air Artillery
    # requires: 
    # 2480

2500   # Semi-Modern Static Anti-Air Artillery
    # requires: 
    # 2490

11080   # Modern Static Anti-Air Artillery
    # requires: 
    # 2500

2510   # Basic Anti-Air Artillery Brigade
    # requires: 
    # 2460

2520   # Improved Anti-Air Artillery Brigade
    # requires: 
    # 2510

2530   # Advanced Anti-Air Artillery Brigade
    # requires: 
    # 2520

2540   # Semi-Modern Anti-Air Artillery Brigade
    # requires: 
    # 2530

11090   # Modern Anti-Air Artillery Brigade
    # requires: 
    # 2540


Tech category: secret_weapons

7010   # Basic Rocket Interceptor
    # requires: 
    # 4090
    # 5560

7020   # Improved Rocket Interceptor
    # requires: 
    # 4090
    # 5560
    # 7010

7050   # Turbojet Carrier Air Group
    # requires: 
    # 12060
    # 5570

7280 # Imp. Turbojet Carrier Air Group
    # requires: 
    # 7050

7100   # Flying Bomb
    # requires: 
    # 5580

7110   # Flying Rocket
    # requires: 
    # 7100
    # 5590

7120   # Ballistic Missile
    # requires: 
    # 7110

7130   # Intercontinental Ballistic Missile
    # requires: 
    # 7120

7140   # Basic Electronic Computers
    # requires: 
    # 5340

7150   # Improved Electronic Computers
    # requires: 
    # 7140

7160   # Advanced Electronic Computers
    # requires: 
    # 7150

16000   # Basic semiconductors
    # requires: 
    # 7160

7170   # Nuclear Waste Bomb
    # requires: 
    # 5540

7180   # Semi-Fission Bomb
    # requires: 
    # 7170

7190   # Fission Bomb
    # requires: 
    # 7180

16010   # Miniaturized Fission Bomb
    # requires: 
    # 7190

16020   # Fusion Bomb
    # requires: 
    # 16010

7200   # Nuclear Battleship Propulsion
    # requires: 
    # 3300
    # 5540

7210   # Nuclear Cruiser Propulsion
    # requires: 
    # 3180
    # 5540

7220   # Nuclear Carrier Propulsion
    # requires: 
    # 3390
    # 5540

7230   # Nuclear powered Submarine
    # requires: 
    # 3450
    # 5540

7240   # Air Cavalry Division
    # requires: 
    # 1300
    # 4270

7260   # Air-to-Surface Missile (ASM)
    # requires: 
    # 15130
    # 5560

7270   # Surface-to-Air Missile (SAM)
    # requires: 
    # 11080
    # 5560

16030   # Intercontinental Strategic Bomber
    # requires: 
    # 15170


Tech category: naval_doctrines

8010   # Decisive Battle Doctrine
    # requires: 

8020   # Naval Firepower Doctrine
    # requires: 

8030   # Fleet Auxiliary Carrier Doctrine
    # requires: 

8040   # Fleet Auxiliary Submarine Doctrine
    # requires: 

8050   # Convoy Sailing Doctrine
    # requires: 

8060   # Base Strike Doctrine
    # requires: 
    # 8010
    # 8020
    # 8030
    # 8040
    # 8050

8070   # Fleet-in-Being Doctrine
    # requires: 
    # 8010
    # 8020
    # 8030
    # 8040
    # 8050

8080   # Sealane Interdiction Doctrine
    # requires: 
    # 8010
    # 8020
    # 8030
    # 8040
    # 8050

8090   # Indirect Approach Doctrine
    # requires: 

8100   # Subsidiary Carrier Role Doctrine
    # requires: 

8110   # Carrier Task Force Doctrine
    # requires: 
    # 8100

8120   # Battlefleet Concentration Doctrine
    # requires: 
    # 8070

8130   # Hunter-Killer Group Doctrine
    # requires: 

8140   # Aerial Convoy Defence Doctrine
    # requires: 
    # 8080

8150   # Raider Patrol Doctrine
    # requires: 
    # 8080

8160   # Trade Interdiction Submarine Doctrine
    # requires: 

8170   # Unrestricted Submarine Warfare Doctrine
    # requires: 
    # 8160

8180   # Indirect Strike Doctrine
    # requires: 
    # 8060
    # 8090
    # 8100
    # 8110

8190   # Naval Attrition Doctrine
    # requires: 
    # 8070
    # 8120
    # 8100
    # 8130
    # 8310

8200   # Commerce Defence Doctrine
    # requires: 
    # 8070
    # 8120
    # 8100
    # 8130
    # 8310

8210   # Commerce Raider Doctrine
    # requires: 
    # 8080
    # 8150
    # 8160
    # 8170
    # 8090

8220   # Decisive Interdiction Doctrine
    # requires: 
    # 8080
    # 8150
    # 8160
    # 8170

8230   # Deep Operations Doctrine
    # requires: 
    # 8180

8240   # Carrier Aviation Doctrine
    # requires: 
    # 8110

8250   # Escort Carrier Role Doctrine
    # requires: 

8260   # Integrated Convoy Defence Doctrine
    # requires: 
    # 8200
    # 8140

8270   # Fleet Train Doctrine
    # requires: 
    # 8240
    # 8320

8280   # Capital Ship Raider Group Doctrine
    # requires: 
    # 8210

8290   # Wolfpack Doctrine
    # requires: 
    # 8210

8300   # Advanced Submarine Operations Doctrine
    # requires: 
    # 8290

8310   # Floating Fortress Doctrine
    # requires: 
    # 8230
    # 8250
    # 8140

8320   # Massive Strike Doctrine
    # requires: 
    # 8230
    # 8250
    # 8140

8330   # Maritime Power Projection Doctrine
    # requires: 
    # 8190
    # 8090
    # 8110
    # 8160

8340   # Floating Airbase Doctrine
    # requires: 
    # 8330

8350   # Carrier Warfare Doctrine
    # requires: 
    # 8270

18000   # Carrier group doctrine
    # requires: 
    # 8350

18010   # Amphibious Operations Doctrine
    # requires: 
    # 18000


Tech category: industry

5010   # Modern Agriculture
    # requires: 

5020   # Mechanized Agriculture
    # requires: 
    # 5010

5030   # Agrichemistry
    # requires: 
    # 5020

5040   # Agricultural Production
    # requires: 
    # 5030

13000   # Advanced Agricultural Production
    # requires: 
    # 5040

13010   # Modern Agricultural Production
    # requires: 
    # 13000

5050   # Basic Machine Tools
    # requires: 

5060   # Improved Machine Tools
    # requires: 
    # 5050

5070   # Advanced Machine Tools
    # requires: 
    # 5060

5080   # Basic Construction Engineering
    # requires: 

5090   # Improved Construction Engineering
    # requires: 
    # 5080

5100   # Advanced Construction Engineering
    # requires: 
    # 5090

5110   # Production Control
    # requires: 
    # 5070
    # 5100

5120   # Production Planning
    # requires: 
    # 5070
    # 5100

5130   # Assembly Line Experimentation
    # requires: 
    # 5110
    # 5120

5140   # Aircraft Assembly Line
    # requires: 
    # 5130

5150   # Ship Assembly Line
    # requires: 
    # 5130

5160   # Vehicle Assembly Line
    # requires: 
    # 5130

5170   # Rocket Assembly Line
    # requires: 
    # 5130
    # 5580

5180   # Small Arms Assembly Line
    # requires: 
    # 5130

5190   # Basic Oil Refining
    # requires: 

5200   # Improved Oil Refining
    # requires: 
    # 5190

5210   # Advanced Oil Refining
    # requires: 
    # 5200

5220   # Basic Synthetic Oil Plant
    # requires: 
    # 5210

5230   # Improved Synthetic Oil Plant
    # requires: 
    # 5220

5240   # Advanced Synthetic Oil Plant
    # requires: 
    # 5230

13020   # Modern Synthetic Oil Plant
    # requires: 
    # 5240

13040   # Plastics
    # requires: 
    # 5240

13050   # Advanced material sciences
    # requires: 
    # 13040

5310   # Census Tabulating Machine
    # requires: 

5320   # Basic Computing Machine
    # requires: 
    # 5310

5330   # Improved Computing Machine
    # requires: 
    # 5320

5340   # Advanced Computing Machine
    # requires: 
    # 5330

5350   # Basic Encryption Devices
    # requires: 
    # 5320

5360   # Basic Decryption Devices
    # requires: 
    # 5320

5370   # Improved Encryption Devices
    # requires: 
    # 5330

5380   # Improved Decryption Devices
    # requires: 
    # 5330

5390   # Advanced Encryption Devices
    # requires: 
    # 5340

13060   # Basic information theory
    # requires: 
    # 5390

5400   # Advanced Decryption Device
    # requires: 
    # 5340

5410   # Basic Decimetric Radar Warning Sites
    # requires: 

5420   # Improved Decimetric Radar Warning Sites
    # requires: 
    # 5410

5430   # Advanced Decimetric Radar Warning Sites
    # requires: 
    # 5420

5440   # Basic Centimetric Radar Warning Sites
    # requires: 
    # 5430

5450   # Improved Centimetric Radar Warning Sites
    # requires: 
    # 5440

5460   # Advanced Centimetric Radar Warning Sites
    # requires: 
    # 5450

13030   # Modern Centimetric Radar Warning Sites
    # requires: 
    # 5460

5470   # Faculty of Atomic Research
    # requires: 

5480   # Atomic Research Laboratories
    # requires: 
    # 5470

5490   # Faculty of Nuclear Research
    # requires: 
    # 5480

5500   # Isotope Separation Facility
    # requires: 
    # 5490

5510   # Nuclear Fuel Analysis
    # requires: 
    # 5500

5520   # Experimental Reactor
    # requires: 
    # 5510

5530   # Nuclear Reactor Operability
    # requires: 
    # 5520

5540   # Nuclear Power Production
    # requires: 
    # 5530

5550   # Rocket Test and Research Facility
    # requires: 

5560   # Rocket Engine
    # requires: 
    # 5550

5570   # Turbojet Engine
    # requires: 
    # 5560

5580   # Flying Bomb Development
    # requires: 
    # 5560

5590   # Flying Rocket Development
    # requires: 
    # 5580


Tech category: land_doctrines

6010   # Firepower Focus Doctrine
    # requires: 

6020   # Superior Firepower Doctrine
    # requires: 
    # 6010

6030   # Grand Battleplan Doctrine
    # requires: 
    # 6010

6040   # Delay Doctrine
    # requires: 
    # 6020

6050   # Mobile Defense Doctrine
    # requires: 
    # 6040

6060   # Stand Off Doctrine
    # requires: 
    # 6020

6070   # Integrated Support Doctrine
    # requires: 
    # 6060

6080   # Regimental Combat Teams
    # requires: 
    # 6070
    # 6050

6090   # Combined Arms Defense
    # requires: 
    # 6080

6100   # Mechanized Offensive
    # requires: 
    # 6080

6110   # Mass Assault Doctrine
    # requires: 
    # 6030

6120   # Trench Warfare Doctrine
    # requires: 
    # 6030

6130   # Preplanned Defense Doctrine
    # requires: 
    # 6120

6140   # Central Planing Doctrine
    # requires: 
    # 6130

6150   # Attritional Containment Doctrine
    # requires: 
    # 6110

6160   # Infiltration Assault Doctrine
    # requires: 
    # 6110

6170   # Operational Stages Doctrine
    # requires: 
    # 6110

6180   # Assault Breakthrough
    # requires: 
    # 6140
    # 6150

6190   # Infiltration in Depth
    # requires: 
    # 6140
    # 6160

6200   # Branch Interoperability
    # requires: 
    # 6140
    # 6170

6210   # Mobility Focus Doctrine
    # requires: 

6220   # Spearhead Doctrine
    # requires: 
    # 6210

6230   # Delay Doctrine
    # requires: 
    # 6220

6240   # Elastic Defense Doctrine
    # requires: 
    # 6230

6250   # Schwerpunkt Doctrine
    # requires: 
    # 6220

6260   # Blitzkrieg Doctrine
    # requires: 
    # 6250

6270   # Kampfgruppe Doctrine
    # requires: 
    # 6260
    # 6240

6280   # Firebrigade Doctrine
    # requires: 
    # 6270

6290   # Spearhead HQs
    # requires: 
    # 6270

6300   # Human Wave Doctrine
    # requires: 
    # 6210

6310   # Large Front Doctrine
    # requires: 
    # 6300

6320   # Pocket Defense Doctrine
    # requires: 
    # 6300

6330   # Deep Operations Doctrine
    # requires: 
    # 6310

6340   # Defense in Depth
    # requires: 
    # 6320

6350   # Large Formation SOP Doctrine
    # requires: 
    # 6330
    # 6340

6360   # Breakthrough Priority Doctrine
    # requires: 
    # 6350

6370   # Movement Speed Offensive Doctrine
    # requires: 
    # 6350

14000   # Great War Hospital System
    # requires: 

14010   # Early Hospital System
    # requires: 
    # 14000

14020   # Basic Hospital System
    # requires: 
    # 14010

14030   # Improved Hospital System
    # requires: 
    # 14020

14040   # Advanced Hospital System
    # requires: 
    # 14030

14050   # Air Land Battle
    # requires: 
    # 6360
    # 6370

14060   # Mechanized Wave
    # requires: 
    # 6360
    # 6370

14070   # Assualt Concentration Doctrine
    # requires: 
    # 6140

14080   # Guerilla Warfare Doctrine
    # requires: 
    # 6300

14090   # Volksturm Doctrine
    # requires: 
    # 6290

14100   # Modern Blitzkrieg
    # requires: 
    # 6290


Tech category: naval

3010   # Great War Destroyer
    # requires: 

3020   # Early Destroyer
    # requires: 
    # 3010

3030   # Basic Destroyer
    # requires: 
    # 3020

3040   # Improved Destroyer
    # requires: 
    # 3030

3050   # Advanced Destroyer
    # requires: 
    # 3040

3060   # Semi-Modern Destroyer
    # requires: 
    # 3050

12000   # Modern Destroyer
    # requires: 
    # 3060

3070   # Great War Light Cruiser
    # requires: 

3080   # Early Light Cruiser
    # requires: 
    # 3070

3090   # Basic Light Cruiser
    # requires: 
    # 3080

3100   # Improved Light Cruiser
    # requires: 
    # 3090

3110   # Advanced Light Cruiser
    # requires: 
    # 3100

3120   # Semi-Modern Light Cruiser
    # requires: 
    # 3110

12010   # Modern Light Cruiser
    # requires: 
    # 3120

3130   # Great War Heavy Cruiser
    # requires: 

3140   # Early Heavy Cruiser
    # requires: 
    # 3130

3150   # Basic Heavy Cruiser
    # requires: 
    # 3140

3160   # Improved Heavy Cruiser
    # requires: 
    # 3150

3170   # Advanced Heavy Cruiser
    # requires: 
    # 3160

3180   # Semi-Modern Heavy Cruiser (CL)
    # requires: 
    # 3170

12020   # Modern Heavy Cruiser (CA)
    # requires: 
    # 3180

3190   # Great War Battlecruiser
    # requires: 

3200   # Early Battlecruiser
    # requires: 
    # 3190

3210   # Basic Battlecruiser
    # requires: 
    # 3200

3220   # Improved Battlecruiser
    # requires: 
    # 3210

3230   # Advanced Battlecruiser
    # requires: 
    # 3220

3240   # Semi-Modern Battlecruiser
    # requires: 
    # 3230

12030   # Modern Battlecruiser
    # requires: 
    # 3240

3250   # Great War Battleship
    # requires: 

3260   # Early Battleship
    # requires: 
    # 3250

3270   # Basic Battleship
    # requires: 
    # 3260

3280   # Improved Battleship
    # requires: 
    # 3270

3290   # Advanced Battleship
    # requires: 
    # 3280

3300   # Semi-Modern Battleship
    # requires: 
    # 3290

12040   # Modern Battleship
    # requires: 
    # 3300

3310   # Super Heavy Battleship
    # requires: 
    # 3280

12050   # Improved Super Heavy Battleship
    # requires: 
    # 3310

3320   # Great War Air Carrier
    # requires: 

3330   # Early Air Carrier
    # requires: 
    # 3320

3340   # Basic Air Carrier
    # requires: 
    # 3330

3350   # Improved Air Carrier
    # requires: 
    # 3340

3360   # Advanced Air Carrier
    # requires: 
    # 3350

3370   # Heavy Advanced Air Carrier
    # requires: 
    # 3360

3380   # Super Heavy Advanced Air Carrier
    # requires: 
    # 3370

3390   # Semi-Modern Air Carrier
    # requires: 
    # 3380

12060   # Modern Air Carrier
    # requires: 
    # 3390

3400   # Dive Boat
    # requires: 

3410   # Short Range Submarine
    # requires: 
    # 3400

3420   # Medium Range Submarine
    # requires: 
    # 3410

3430   # Long Range Submarine
    # requires: 
    # 3420

3440   # Electro Submarine
    # requires: 
    # 3430

3450   # Semi-Modern Submarine
    # requires: 
    # 3440

12100   # Early escort carrier
    # requires: 

12110   # Basic escort carrier
    # requires: 
    # 12100

12120   # Improved escort carrier
    # requires: 
    # 12110

12130   # Advanced escort carrier
    # requires: 
    # 12120

12140   # semi modern escort carrier
    # requires: 
    # 12130

12150   # modern escort carrier
    # requires: 
    # 12140


Tech category: aircraft

15500   # Practical Turbojet Engine
    # requires: 
    # 5570

4010   # Interwar Fighter
    # requires: 

4020   # Early Fighter
    # requires: 
    # 4010

4030   # Basic Interceptor
    # requires: 
    # 4020

4040   # Basic Multirole Fighter
    # requires: 
    # 4020

4050   # Basic Escort Fighter
    # requires: 
    # 4020

4060   # Improved Interceptor
    # requires: 
    # 4030

4070   # Improved Multirole Fighter
    # requires: 
    # 4040

4080   # Improved Escort Fighter
    # requires: 
    # 4050

4090   # Advanced Interceptor
    # requires: 
    # 4060

4100   # Advanced Multirole Fighter
    # requires: 
    # 4070

4110   # Advanced Escort Fighter
    # requires: 
    # 4080

15000   # Turbojet Interceptor
    # requires: 
    # 4090
    # 15500

15010   # Improved Turbojet Interceptor
    # requires: 
    # 15000
    # 15500

15020   # Supersonic Interceptor
    # requires: 
    # 15010
    # 15500

15030   # Turbojet Multirole
    # requires: 
    # 4100
    # 15500

15040   # Improved Turbojet Multirole
    # requires: 
    # 15030
    # 15500

15050   # Supersonic Multirole
    # requires: 
    # 15040
    # 15500

15060   # Turbojet Escort Fighter
    # requires: 
    # 4110
    # 15500

15070   # Improved Turbojet Escort Fighter
    # requires: 
    # 15060
    # 15500

15080   # Supersonic Escort Fighter
    # requires: 
    # 15070
    # 15500

4120   # Interwar Bomber
    # requires: 

4130   # Early Bomber
    # requires: 
    # 4120

4140   # Basic Tactical Bomber
    # requires: 
    # 4130

4150   # Improved Tactical Bomber
    # requires: 
    # 4140

4160   # Advanced Tactical Bomber
    # requires: 
    # 4150

15100   # Turbojet Tac Bomber
    # requires: 
    # 4160
    # 15500

15110   # Imp Turbojet Tac Bomber
    # requires: 
    # 15100
    # 15500

4170   # Basic Close Air Support Aircraft
    # requires: 
    # 4130

4280   # Improved Close Air Support Aircraft
    # requires: 
    # 4170

4180   # Advanced Close Air Support Aircraft
    # requires: 
    # 4280

15120   # Turbojet Close Air Support Aircraft
    # requires: 
    # 4180
    # 15500

15130   # Imp Turbojet Close Air Support Aircraft
    # requires: 
    # 15120

4190   # Basic Naval Bomber
    # requires: 
    # 4130

4200   # Improved Naval Bomber
    # requires: 
    # 4190

4210   # Advanced Naval Bomber
    # requires: 
    # 4200

15140   # Turbojet Naval Bomber
    # requires: 
    # 4210
    # 15500

15150   # Imp Turbojet Naval Bomber
    # requires: 
    # 15140

4220   # Basic Strategic Bomber
    # requires: 
    # 4130

4230   # Improved Strategic Bomber
    # requires: 
    # 4220

4240   # Advanced Strategic Bomber
    # requires: 
    # 4230

15160   # Turbojet Strategic Bomber
    # requires: 
    # 4240
    # 15500

15170   # Imp Turbojet Strategic Bomber
    # requires: 
    # 15160

4250   # Basic Air Transport
    # requires: 
    # 4130

4260   # Improved Air Transport
    # requires: 
    # 4250

4270   # Advanced Air Transport
    # requires: 
    # 4260

15180   # Turbojet Air Transport
    # requires: 
    # 4270

15190   # Improved Turbojet Air Transport
    # requires: 
    # 15180


Tech category: air_doctrines

9010   # Air Superiority Doctrine
    # requires: 

9020   # Flying Circus Doctrine
    # requires: 
    # 9010

9030   # Force Substitution Doctrine
    # requires: 
    # 9010

9040   # Battlefield Destruction Doctrine
    # requires: 
    # 9020
    # 9030

9050   # Dive Bombing Doctrine
    # requires: 
    # 9040

9060   # Direct Ground Support Doctrine
    # requires: 
    # 9040

9070   # Bomber Veteran Initiative
    # requires: 
    # 9040

9080   # Night Strikes Doctrine
    # requires: 
    # 9050
    # 9060
    # 9070

9090   # Operational Destruction Doctrine
    # requires: 
    # 9020
    # 9030

9100   # Battlefield Interdiction Doctrine
    # requires: 
    # 9090

9110   # Strafing Doctrine
    # requires: 
    # 9090

9120   # Logistical Strike Doctrine
    # requires: 
    # 9090

9130   # Night Strafing Doctrine
    # requires: 
    # 9100
    # 9110
    # 9120

9140   # Strategic Destruction Doctrine
    # requires: 
    # 9020
    # 9030

9150   # Escort Box System Doctrine
    # requires: 
    # 9140

9160   # Combat-Bombardment Groups Doctrine
    # requires: 
    # 9140

9170   # Dead Reckoning Bombardment Doctrine
    # requires: 
    # 9140

9180   # Night Bombardment Doctrine
    # requires: 
    # 9150
    # 9160
    # 9170

9190   # First Strike Doctrine
    # requires: 

9200   # Dispersed Fighting Doctrine
    # requires: 
    # 9190

9210   # Frontal Missions Doctrine
    # requires: 
    # 9190

9220   # Fighter Veteran Initiative
    # requires: 
    # 9190

9230   # Perimeter Defence Doctrine
    # requires: 

9240   # Formation Fighting Doctrine
    # requires: 
    # 9230

9250   # Home Defence Doctrine
    # requires: 
    # 9230

9260   # Recon Skirmisher Doctrine
    # requires: 
    # 9230

9270   # Combat Unit Destruction Doctrine
    # requires: 
    # 9080

9280   # Hunt & Destroy Groups Doctrine
    # requires: 
    # 9270

9290   # Low Echelon CAS Doctrine
    # requires: 
    # 9270

9300   # Bomber Ace Initiative
    # requires: 
    # 9270

9310   # Offensive Fighter Box doctrine
    # requires: 
    # 9200
    # 9210
    # 9220

9320   # Fighter Baiting Doctrine
    # requires: 
    # 9310

9330   # Dogfight Experiment Doctrine
    # requires: 
    # 9310

9340   # Fighter Ace Initiative
    # requires: 
    # 9310

9350   # Infrastructure Destruction Doctrine
    # requires: 
    # 9130

9360   # Infiltration Bombardment Doctrine
    # requires: 
    # 9350

9370   # Carousel Bombardment Doctrine
    # requires: 
    # 9350

9380   # Keypoint Bombardment Doctrine
    # requires: 
    # 9350

9390   # Defensive Fighter Box Doctrine
    # requires: 
    # 9240
    # 9250
    # 9260

9400   # Multi-altitude Group Doctrine
    # requires: 
    # 9390

9410   # Filter Room System Doctrine
    # requires: 
    # 9390

9420   # Air Reserve Doctrine
    # requires: 
    # 9390

9430   # Mass Destruction Doctrine
    # requires: 
    # 9180

9440   # Escort Relay System Doctrine
    # requires: 
    # 9430

9450   # Carpet Bombing Doctrine
    # requires: 
    # 9430

9460   # Flying Armada Doctrine
    # requires: 
    # 9430

17000   # Integrated offensive doctrine
    # requires: 
    # 9460

17010   # Theater Organization Doctrine
    # requires: 
    # 9380


Tech category: infantry

1010   # Great War Infantry Division
    # requires: 

1020   # Early Infantry Division
    # requires: 
    # 1010

1030   # Basic Infantry Division
    # requires: 
    # 1020

1040   # Improved Infantry Division
    # requires: 
    # 1030

1050   # Advanced Infantry Division
    # requires: 
    # 1040

1060   # Semimodern Infantry Division
    # requires: 
    # 1050

10000   # Modern Infantry Division
    # requires: 
    # 1060

10010   # Elite Infantry Division
    # requires: 
    # 10000

1070   # Early Airborne Division
    # requires: 
    # 1030

1080   # Basic Paratrooper Division
    # requires: 
    # 1070

1090   # Improved Paratrooper Division
    # requires: 
    # 1080

1100   # Advanced Paratrooper Division
    # requires: 
    # 1090

10020   # Semi modern Paratrooper Division
    # requires: 
    # 1100

10030   # Modern Paratrooper Division
    # requires: 
    # 10020

1110   # Early Mountain Division
    # requires: 
    # 1010

1120   # Basic Mountain Division
    # requires: 
    # 1110

1130   # Improved Mountain Division
    # requires: 
    # 1120

1140   # Advanced Mountain Division
    # requires: 
    # 1130

10040   # Semi modern Mountain Division
    # requires: 
    # 1140

10050   # Modern Mountain Division
    # requires: 
    # 10040

1150   # Early Marine Division
    # requires: 
    # 1010

1160   # Basic Marine Division
    # requires: 
    # 1150

1170   # Improved Marine Division
    # requires: 
    # 1160

1180   # Advanced Marine Division
    # requires: 
    # 1170

10060   # semi modern Marine Division
    # requires: 
    # 1180

10070   # modern Marine Division
    # requires: 
    # 10060

1190   # Great War Cavalry Division
    # requires: 

1200   # Early Cavalry Division
    # requires: 
    # 1190

1210   # Basic Cavalry Division
    # requires: 
    # 1200

1220   # Semi-Motorized Cavalry Division
    # requires: 
    # 1200
    # 1210

1230   # Basic Motorized Division
    # requires: 
    # 1020
    # 1210
    # 1220

1240   # Improved Motorized Division
    # requires: 
    # 1230

1250   # Advanced Motorized Division
    # requires: 
    # 1240

10080   # Semi modern Motorized Division
    # requires: 
    # 1250

10090   # Modern Motorized Division
    # requires: 
    # 10080

1260   # Basic Mechanized Division
    # requires: 
    # 1240

1270   # Improved Mechanized Division
    # requires: 
    # 1260

1280   # Advanced Mechanized Division
    # requires: 
    # 1270

1290   # Semimodern Mechanized Division
    # requires: 
    # 1280

10100   # modern Mechanized Division
    # requires: 
    # 1290

10110   # elite Mechanized Division
    # requires: 
    # 10100

1300   # Armored Cavalry Division
    # requires: 
    # 1280

1310   # Rear Area Supply Dumps
    # requires: 

1320   # Deep Logistic Organization
    # requires: 
    # 1310

1330   # Frontline Supply Service
    # requires: 
    # 1320

10120   # Advanced logistics
    # requires: 
    # 1330

1340   # Rear Area Vehicle Repair Shop
    # requires: 
    # 1310

1350   # Deep Vehicle Repair Organization
    # requires: 
    # 1320
    # 1340

1360   # Frontline Vehicle Repair Shop
    # requires: 
    # 1330
    # 1350

1370   # Semimodern Repair
    # requires: 
    # 10120
    # 1360

Domestic Policy

Template:Anthology

HOI2 has a very sophisticated domestic policy and politics model, which includes

You can considerably affect your economic wealth and combat performance by changing your slider settings. The settings also add considerably to the flavour of each nation and the game as a whole.


Domestic Policy Sliders

They are seven sliders, the positions of which determine your domestic policy, your government type, your ability to wage offensive war, and much much more. See the manual page 40-43 for background information that is assumed in the following; this FAQ deals with the details not the overall intent.

Some of them are interdependent. Dependent on your government type, which is determined by the sliders itself, some changes may be impossible to perform. The various government types are described on page 42.

To summarise, the sliders are:

Social Engineering via Slider Changes

Each slider has 10 discrete possible positions with the position determining the exact effect on your society. The closer towards the end of a slider, the more extreme the political position on the issue. In general, effects near the middle of each slider are very mild with positive and negative effects getting more pronounced the more extreme the position. Note that the left side of a slider will have one group of modifiers while the right side will have another; often they carry the same modifiers but that is not always the case. In this FAQ, slider positions are denoted 0 (left end of slider) - 9 (right end of slider). NOTE: in HOI2DD:A the sliders are confirmed to be from 1 to 10, and this can checked inside a saved game file.

Changing sliders can be done either through events or by deliberate manipulation by the player. From the moment the game starts (except in battle scenarios disabling this), you can perform changes to the sliders - just not very often. Choose the slider you want to change and click to move either one step left or right. Once you have changed any policy, it takes one year before you can perform your next policy change. Additionally, changing policies incurs a minor +1% dissent hit.

Which areas of the game are affected by the domestic policy?

The better question is, which area is not? Your domestic policy choices will affect any or all of the following:

Consumer Goods :

Dissent :

Diplomacy:

Intelligence:

Manpower:

Production and Upgrading:

Research:

Unit stats:

Government Type & Sliders

Two sliders determine the type of government you have and, in turn, limit the positions you are allowed to occupy on the other sliders.

Democratic - Authoritarian

Rulership style from one extreme to the other, this is one of the factors determining goverment type.

                9        8       7       6       5       4       3       2       1       0
DowDissent     +10%     +8.9%   +7.8%   +6.7%   +5.6%   +4.4%   +3.3%   +2.2%   +1.1%   +0%
BelToAttack    yes      yes     yes     yes     yes     no      no      no      no      no
Partisans      -5%      -4%     -3%     -2%     -1%     +1%     +2%     +3%     +4%     +5%
GoodsDemand    +20%     +16%    +12%    +8%     +4%     -4%     -8%     -12%    -16%    -20%
Puppet dissent 0.5%     1%      1.5%    2%      2.5%    3%      3.5%    4%      4.5%    5%   

A Democratic nation needs a certain level of belligerence to attack another nation, but the interventionism-Isolationism slider determines the amount belligerence needed in such cases. This slider also determines whether the Interventionism-Isolationism slider can prevent you from joining/creating alliances or not.

Political Left - Political Right

Political extremism from one end of the spectrum to the other, this is the other factor in the the goverment type. The government type determines which ministers are available for appointment and the limits on the other sliders.

In general, you can appoint ministers who either share ideology with the government or are close (one step of distance in the ideology spectrum). E.g. if the government is Fascist, you can appoint both Paternal Autocrat, National Socialist, and Fascist ministers.

In Doomsday and Armageddon, you can also nominate "military" ministers (Head of Intelligence and the Chiefs of Staff/Army/Navy/Air Force) if they are within two steps of distance from the government's ideology (e.g. a National Socialist government can nominate a Paternal Autocrat Head of Intelligence). "Civilian" ministers (Foreign, Armaments, and Security) remain limited to one-step ideological tolerance. Once they are in charge, all kinds of ministers (as well as Heads of State and Heads of Government) have a two-step tolerance before changes of ideology force their dismissal.

               LEFT                                                                   RIGHT
DEMOCRATIC       9      8       7       6       5       4       3       2       1       0
	9	SD	SL	SL	SL	SL	ML	ML	ML	ML	SC
	8	SD	SD	SL	SL	SL	ML	ML	ML	SC	SC
	7	SD	SD	SD	SL	SL	ML	ML	SC	SC	SC
	6	LWR	SD	SD	SD	SL	ML	SC	SC	SC	PA
	5	LWR	LWR	SD	SD	SD	SC	SC	SC	PA	PA
	4	LE	LWR	LWR	SD	SD	SC	SC	PA	PA	FA
	3	LE	LE	LWR	LWR	SD	SC	PA	PA	FA	FA
	2	ST	LE	LE	LWR	LWR	PA	PA	FA	FA	NS
	1	ST	ST	LE	LE	LWR	PA	FA	FA	NS	NS
	0	ST	ST	ST	LE	LE	FA	FA	NS	NS	NS
AUTOCRATIC

Key to the above table, in alphabetical order:

FA = Fascist
LE = Leninist
LWR= Left-Wing Radical
ML = Market Liberal
NS = National Socialist
PA = Paternal Autocrat
SC = Social Conservative
SD = Social Democratic
SL = Social Liberal
ST = Stalinist

Changing Governments

Moving the Left/Right and Democratic/Authoritarian sliders changes the type of government you have.

The government determines

Policy under different Governments

The current government type limits freedom of movement on some policy sliders.

Only a Market Liberal government allows a full Free Market. Most authoritarian types of government allow full Central Planning, but prevent movement towards Free Markets.

These limits only apply to economy and society slider moves you make. Starting as the Free Market USA, you can not move the slider far towards Central Planning. Using the 'freedom' cheat you can (for instance) make the USA Stalinist, and the Economy slider will stay all the way over on Free Market. In uncheated gameplay the slider tends to move due to events.

Heads of State

There is no one-to-one correspondence between Government type and Head of State. Which Head of State you have (and hence the ministers available) depends on the path you take to get to your government type.

Each nation has several Heads of State available to it. Minsters are available based on their similarity to the Head of State's ideology.

A Head of State will resign/be ovethrown if the governemnt type is radically different from their own. It will then be replaced by the most similar available Head of State. Returning to the initial Government type need not return you to the initial Head of State!

Moving Germany left, for instance, replaces Hitler's National Socialist government with a Stalinist one under someone called Renn. Then making Germany democratic introduces a Social Liberal government under Wilhelm II (a Paternal Autocrat). Moving the Germany to the Right to a Market Liberal government retains Wilhelm II. Then moving back towards full Authoritarianism results in a National Socialist state. Because Wilhelm II is Paternal Autocrat, he remains in power even when Germany returns to Nazism.


Other Sliders

Open Society - Closed Society

                0       1       2       3       4       5       6       7       8       9
DisGrowth    +10%     +8%     +6%     +4%      +2%    -2%     -4%     -6%     -8%    -10%
DisNat       +40%    +30%    +20%    +10%      N/A   -10%    -20%    -30%    -40%    -50%
DisOcc       -40%    -30%    -20%    -10%      N/A   +10%    +20%    +30%    +40%    +50%
CounterInt   -40%    -30%    -20%    -10%      N/A   +10%    +20%    +30%    +40%    +50%
TechCost     +20%    +16%    +12%     +8%      +4%    -4%     -8%     12%    -16%    -20%

Limitations: All Authoritarian forms of government limit you to a relatively Closed society. Stalinist and National Socialist governments allow virtually no openness.

All Democratic governments require a relatively Open society. Market and Social Liberals require a very high degree of openness.

This slider is mainly of interest for those taking an extensive interest in fighting - and taking land - outside their own borders.

Fundamentally, an open society will experience internal dissent (dissent in national provinces, which is rare) much harder than a closed society will, while a closed society will experience external dissent (from conquests..) much harder than an open society will. However, the more open the society, the easier it is for dissent to grow, so there is that to consider as well.

Free Market - Central Planning

                0       1       2       3       4       5       6       7       8       9
GoodsMoney   +40%    +30%    +20%    +10%     N/A    -10%    -20%    -30%    -40%    -50%
GoodsDemand  +20%    +16%    +12%     +8%     +4%     -4%     -8%    -12%    -16%    -20%
TechCost     +25%    +20%    +15%    +10%     +5%     -5%    -10%    -15%    -20%    -25%
UpgradeCost  -25%    -20%    -15%    -10%     -5%     +5%    +10%    +15%    +20%    +25%
ProdCost     -20%    -15%    -10%     N/A     N/A     N/A     N/A     N/A     N/A     N/A
ICBonus       N/A     N/A     N/A     N/A     N/A     N/A     N/A    +15%    +20%    +25%

It is in your interest to be at one extreme or the other because of the very big production or IC bonuses.

Only Market Liberalism allows you to have a full Market Economy. Many totalitarian governments insist on a high level of Central Planning. The middling governments - Social Liberal, Social Democrat and Social Conservative - prevent you from moving to one extreme or the other and therefore prevent your economic performance.

Living in a bourgeois state is bad for you - only unfettered capitalism or total state control is a good move!

The Free Market bonuses are more useful than the Central Planning bonuses.From the perspective of unit production, Free Market rules. An example: Assume a unit costs a base of 5 IC for 100 days - its total cost of production over time is 5 IC/day * 100 days = 500 IC. With a 20% discount on BOTH time and cost, it costs (0.8*5 IC/day) * (0.8*100 days) = 320 IC

Compare that to a 25% IC bonus. The cost is unchanged (500 IC) but you have 25% IC more for an effective cost relative to the baseline of 500 IC/1.25 = 400 IC. Another way to look at it is to assume that you have, say 25 IC. That allows for 5 simultaneous unit productions on the baseline. The -20% discount reduces the cost to 4 IC/day, so you can run 6 (and one quarter) simultaneous which will be finished in 80% of the baseline. The +25% IC bonus increases IC to 31.25 allowing for 6 (and one quarter) simultaneously which will be finished at the same time as the baseline. For province enhancements it is less clear since only production time is affected, not daily IC cost, though Free Market still retains a edge.

However this analysis assumes equal amount of base IC dedicated to production. In reality, Free Market has to dedicate about 40% more of its IC to consumer goods (for which it will get tons of money). On the other hand, Central Production will net you a full 25% more TC, which is vital for conquest. Central production costs far more in terms of raw materials (energy, metal, rare materials).

Conclusion: Go to whichever extreme is closest at the beginning. Both nationalizing your free market industries and having your own Perestroika will cripple your economy for many years.

Standing Army - Drafted Army

                0       1       2       3       4       5       6       7       8       9
Manpower XP   +20%    +15%    +10%     +5%     N/A     N/A     N/A     N/A     N/A     N/A
Gearing       -10%     -8%     -6%     -4%     -2%     +2%     +4%     +6%     +8%    +10%
OrgBonus      +10%     +8%     +6%     +4%     +2%     -2%     -4%     -6%     -8%    -10%
Upgr Time/Cost +10%    +20%    +30%    +40%    +50%    +60%   +70%     +80%   +90%   +100%

Unless you are going to be producing a LOT of the same type of unit, a standing army is clearly superior to a drafted one. A drafted army is most interesting when coupled with slider settings that reduce upgrading costs, as it then makes sense to start e.g. a 99 production of '36 infantry, give them highest priority, and just keep on producing them until '41 or even '43 infantry is available, as the total cost of production plus one or two upgrades will be less than producing new units without the accumulated gearing bonus. Fundamentally, parallel builds to fit the situation on hand works for everybody but long serial builds are the domain of the drafted army.

In DD + Arma, upgrade time/cost 1/2

In DD + Arma, the upgrade time/cost part of the Army slider was cut in half. The range is from 5 to 50 in steps of 5 rather than from 10 to 100 in steps of 10.

Hawk Lobby - Dove Lobby

                0       1       2       3       4       5       6       7       8       9
GoodsMoney     N/A     N/A     N/A     N/A     N/A    +10%    +20%    +30%    +40%    +50%
ProdCost      -20%    -15%    -10%     -5%     N/A     N/A     N/A     N/A     N/A     N/A
DisGrowth     -10%     -8%     -6%     -4%     -2%     +2%     +4%     +6%     +8%    +10%
ManGrowth     +10%     +8%     +6%     +4%     +2%     -2%     -4%     -6%     -8%    -10%

This is the choice between Guns and Butter? Given that HoI2 is a wargame, there can be only one answer: GUNS! (And the more, the merrier)

Note that many countries get 'free' moves along this slider from scripted events - particularly German's expansion events at the start of the game.

Interventionism - Isolationism

                0       1       2       3       4       5       6       7       8       9
DipCost       -40%    -30%    -20%    -10%     +0%    +10%    +20%    +30%    +40%    +50%
BadRelBonus   -80%    -60%    -40%    -20%     +0%    +20%    +40%    +60%    +80%   +100%
DowDissent     +0%     +1.1%   +2.2%   +3.3%   +4.4%   +5.6%   +6.7%   +7.8%   +8.9%  +10%
GoodsDemand   +10%    +20%    +30%    +40%    +50%    +60%    +70%    +80%    +90%   +100%
BelToAttack     1       9      19      29      39      49      59      69      79      89
JoinAlliance   yes     yes     yes     yes     yes     no      no      no      no      no

Note: BelToAttack and JoinAlliance are only active when the leadership is very democratic (see Democratic-Authoritarian). However, under those circumstances this is one of the most important sliders in the game as too high isolationism will prevent you from acting against other nations; you will only be able to react. In some ways, this slider can be considered representative of the War Entry from Hearts of Iron 1, except that it is more generalised and not directed against any particular nation but against all aggressive nations. So long as other nations play fairly nice and only invade and conquer just a little bit, the democratic isolationist country will not be able to act because of public opinion. As a rule of thumb, if you are unsure of which dp-slider to move in your yearly dp-change (you DO try to maximize your social engineering skills, presumably), going more interventionist is almost certainly a good choice. If your nation is very democratic, you need it to be able to act rather than merely reacting; if your nation is not, then you need it to reduce the dissent cost of your next declaration of war.

Just like the Hawk or Dove lobby choice, this really is a no-brainer unless you want to play neutral Tibet or something similar: INTERVENTIONISM

Why do I keep getting policy initiative events?

Democratic nations are blessed with (somewhat) loyal oppositions. Once some sliders are brought out of balance with the sort of policy that would be expected by the government type, it is possible to receive some government-specific events. Typically, you may receive an event representing either a government initiative or the opposition's bitching, on any of the topics of defense, economy, foreign policy, law, and constitution. While some of these may indeed bring the free opportunity for slider movements that you desire, it is often at the cost of dissent and it may, occasionally, be better to back off.

Note especially that Democratic nations going Authoritarian have some pretty heavyhanded random events (constitutional policy) in an attempt to stop the slide into Dictatorship before it is too late. But who cares: If you are going Authoritarian, it is probably because you know better than the plebes already, so just accept that 10 dissent hit and continue your purge of unnecessary freedoms. After all, if the good men prefer hanging together, it is almost a civic duty to supply them with rope.

Big changes to policies - One Solution Revolution

Some players like experimenting with random changes to governments; for instance making the USA communist and allying with the Soviet Union in 1938.

There are several ways to do this:

  1. Gently move your democratic/authoritarian and left/right sliders using the moves you have available once per year. If you are democratic you will eventually get 'policy initiative events' that will help you on your way at the cost of some dissent.
  2. Raise your dissent massively (to over 60%). This will prompt a 'Coup' event (in 1.2 onward at least) changing the nature of your government.
  3. Use the 'Robespierre' or 'Freedom' (Depending on game version) cheat to move the sliders and have done with it.

EIR

The East is Red -- Goering's Delay

The East is Red -- Goering's Delay is an evolution of a long term multiplayer HOI II modding endeavour started in 2007. Aimed at creating a flexible and balanced multiplayer experience in HOI2 DD Armageddon the system was originally designed solely for multiplayer gaming it has now been upgraded with AI enhancements so that it will play out in single player mode.

The Balance of Power and Floating Historical Events:

In HOI II one can pretty much depend on certain things happening at a certain time in the game. One knows that Germany is 99% likely to invade Poland in late August 1939, that Anschluss will happen in March 1939, that Munich will happen in the fall of 1938 and the Czech Republic will fall in the Spring of 1939. Good enough, but this is also predictable, and allows players to make set build orders defined by simple strategies. If players step beyond the scripted events, the historical event train is lost. In the East is Red -- Goering’s Delay almost all of the important historical events are tied into the balance of military power between Germany and the Allies. So while players options in the run up to the war are limited by the Treaty of Versailles and non-aggression pacts between the worlds major powers the arms race is on, and nothing can be predicted. German ability to annex Austria, and force Czech compliance to its demand for the Sudetenland is dependent on having equal or superior military land forces at its disposal.

The Austrians and the Czechs are not just going to give in because Hitler says so. Once Germany has military parity or better with the Allies the historical events will begin to fire and the Treaty of Versaille will end. Anschluss will surely fire sometime after January 1938, and sometime after that Germany will be able to end the Treaty of Versailles, removing its Non-Aggression Pacts with the most of the European countries. From that point on Germany has many options. It can immediately invade Czech, or seek to make it fall by making territorial demands. Germany could even seek to bring Czechoslovakia into its alliance if the government is compatible. It could even ignore Czechoslovakia entirely and go straight for Poland, or even hope to keep Poland temporarily out of the war, and strike west immediately for Belgium and try to catch the French unprepared, and snap up Denmark on the way.

In short Germany gets to decide when and how WWII will begin, without losing the main lines of the historical event train .

Features Explained:

Feature Description
Multiplayer Dedicated The entire system designed to be first and foremost to be multi-player playable for balance and to account for A-historical variation in Four and Six player set ups
Floating Historical Events System War can commence anytime after January 1938. Early or late invasion of Poland, Czech, Belgium, Denmark Yugoslavia, without disturbing the WWII event train.
East is Red Asian Events System Limited conquest of China used to make the Asian theater balance in MP
Reactive A-historical Diplomatic AI The AI's for the major powers make reasonable pro-active and reactive strategic decisions, of the kind made by human players in reaction to events, so the game can be played in Single Player mode.
New Playable Country The East is Red introduces the "British Raj" as a playble country in HOI II. This is not India, nor is it England, but something in between: A British Puppet in Asia.
Geography Map enhanced using Durruti's MEM map to ease up common bottlenecks in France and Spain, and other additions.
Land Combat Mechanics Long duration combat system. Higher division costs to reduce division count down to historical levels.
Air-Naval Mechanics Entirely revamped "anti-shipping" war system designed to make carriers and surface fleets the rulers of sea, not land based air. Complete with new specialized Air-Naval doctrine tree and new Naval Bomber types.
Air Combat Mechanics Air power made more reasonable
Mobilization Techs New techs for war mobilization and manpower drafts
New Event Trains "Turkey Divided", "The East is Red", "The Hundred Regiments Offensive", "Military and Industrial Co-operation" (USSR/Germany), "The Vacillations of Comrade Stalin", "UK Leans on Norway", "Belligerent Italy", "Reactive Move Industry System for USSR" and more.

Effective Use of Airpower

Template:Anthology

Overview

Aircraft in Hearts of Iron 2 are extremely powerful when used effectively: they can decimate enemy Navies and destroy enemy Armies. An effective use of airpower requires a considerable amount of research and aircraft construction: half-hearted attempts to create an air force will not be effective.

There are four types of bombers in HOI2:

There are three types of fighters in HOI2:

Finally, in a category of its own, there is the Transport Planes (TRA). For technology requirements for these, see the Aircraft_Tech_Tree .

Version Changes

Strategy

This diversity of options makes it nearly impossible for any nation to master all aircraft technologies, or build sufficient quantities of aircraft in all fields. Therefore, it is necessary to choose areas of specialization, contingent on your overall war strategy. Two sets of aircraft share technology doctrines, making them popular choices: Fighters and Interceptors; and Tactical and Naval Bombers.

For major nations, the choice in Bombers is divided three ways, and only two options can effectively be pursued. Most players choose TAC/NAV & CAS, and ignore STR:

Airfields

Building CAS, TRA, or FTR aircraft is typically best served by building new airfields near expected fronts for the aircraft to be useful beyond the initial front early in the war. Germany, for example, must build up the Polish border provinces to house CAS aircraft prior to Fall Weiss. Building up along the frontier of the Low Countries and France will allow Germany to use CAS as an integral part of the attack, shortening battles, speeding up conquests, and in the end reserving manpower and organization for more rapid movement around the end of the Maginot line. The Soviet Union has a severe lack of airbases, and requires considerable construction efforts to create an effective infrastructure for air power.

Air Defense

A total of five factors can be used to provide an extremely strong air defense:

Air Superiority

Air Superiority is not merely a defensive tactic. While extreme defensive measures can be successful in achieving air superiority, offensive measures can produce the same or better results. Considering that the intent of Air Superiority is to remove your enemy's ability to put aircraft in the air at all, offensive operations are necessary. This requires a coordinated effort by your air forces to not only repel enemy aircraft, but also damage the enemy's infrastructure for those aircraft. This is important because most air combat (in DD & ARMA) will only reduce the org and cause slight damage to attacking aircraft. Those aircraft will then retreat in order to repair. Actual destruction of aircraft is quite difficult and rare (in DD & ARMA).

Strategic bombers are the best weapon for attacking enemy infrastructure, and perform three vital missions:

Once air superiority has been achieved, periodic Strategic Bombing runs are necessary to maintain supremacy. This method, though expensive, can be used to achieve complete air dominance over an enemy.

Strategic Examples

Germany: As a nation, Germany relies upon the strength of their ground forces, very specifically their armor and fast attacks, to conquer territory and integrate it quickly into their war machine to fuel further conquests. A large STR force is absolutely antithetical to this approach. Reducing infrastructure and IC of provinces you're going to conquer slows your advance and lengthens the amount of time it takes to integrate the province into your empire's production machine. The clear choice for Germany is CAS/TAC.

Great Britain: Having the sea as a wall, Great Britain is in a position that massive land combats are not to be expected. Until the aid of the United States comes into the war, the UK will not be able to win an extended land campaign against a Germany set to defend against it. The best defense of the Home Islands is making certain that Germany cannot mount an attack. Being dependent upon overseas sources for your industrial materials means that you will be vulnerable if the Germans should cut your supply lines. Large land forces garrisoning all the possible landing beaches in Great Britain can be hard on your TC, leaving your overseas holdings vulnerable to conquest. Shutting down the immediate threat of Germany is your number one goal. TAC/STR is clearly the choice for Great Britain.

Tactics

Ultimately, the Air Force is only useful to the extent that it assists in the broader war effort, which generally means capturing provinces. In the land war, a complete/ideal use of the air force would be conducted like this:

Night Flying

Night operations have a penalty to attack of -80% and a penalty of -50% on defense. This effectively makes it safer for bombers to conduct nighttime bombing runs, and it makes INT and FTR less effective in combating them during the night. Air Doctrine research gives greater advantage to the bombers, eventually with the elimination of the defense penalty entirely. This is essential for effective use of STR in particular.

Aircraft In-depth

Interceptor vs. Fighter

Interceptors are designed to defeat bombers (STR, TAC, CAS, NAV), while Fighters are designed to achieve air superiority. For this reason, fighters will defeat interceptors in an "even" fight, and will perform decently against enemy bombers. Interceptors, on the other hand, will severely punish enemy bombers, causing heavy damage and forcing enemy bombers to abort their mission.

Fighter Overview:

Interceptor Overview:

For these reasons, many players exclusively build Interceptors. A combined force of Fighters and Interceptors is the most potent combination possible.

Escort Fighters

Escort Fighters (ESC) are always a necessity for TAC, STR, and NAV since they significantly reduce the org and strength damage taken by bombers, which results in improved bomber effectiveness. In HOI2, NAV were extremely dominant, and did not technically need escort fighters. In HOI2 DD and ARMA, NAV must have ESC. CAS cannot have escort fighters, and as a result are more likely to receive more damage in combat. Historically, it was determined that the most effective bomber/escort ratio was 1:1, and this remains true in the game. In HOI2, escort fighters are distinct aircraft units, and thus should be grouped with bombers. In HOI2 DD and ARMA, escort fighters are aircraft "brigades", and can be directly attached to bombers.

Carrier Attack Groups (CAG) are the other type of escort fighter in the game, and function as a naval brigade. A carrier (CV) without a CAG is a carrier without any aircraft, which of course is a worthless Carrier. Naturally, all Carriers must use a CAG to be effective. As an added benefit, as technology upgrades occur in escort fighters, naval CAGs in port will automatically be upgraded. This effectively serves as a carrier upgrade, making carriers the only ships in the game that can be effectively retrofitted.

Strategic Bombers

Strategic Bombers (STR) are only truly effective with Air Superiority established for a certain region, or when flying at night. STR are very vulnerable targets and are also expensive and time consuming to repair. At the same time, STR are generally the only way to achieve air superiority over enemy territory, with the obvious exception of capturing enemy provinces. In game terms, capturing provinces is almost always easier that achieving air superiority.

When STR performs logistical strikes, enemy IC is reduced in the province. That in turn lowers the target's ability to supply, reinforce, produce, and upgrade his military. It also lowers his TC, which may lower the ESE of his troops in the field.

On a naval note, Port Strikes with Strategic aircraft have much the same effect on enemy naval forces as Runway Cratering missions do with his air forces. You don't need to sink his ships if they can't be repaired, refueled, and rearmed. As Great Britain, hitting German ports can be a major boon to keeping your supply lines open. Your convoys don't have to worry about submarines that are undersupplied and spending months longer in port to repair.

Tactical & Close Air Support Bombers

Once you have established air superiority, it is time to use your Tactical and CAS aircraft to effect. Your use of air is meant for one thing, and one thing only, winning on the ground.

Ground Attack and Interdiction are your bread and butter in this case. Use a combination of these attacks for greatest efficiency. TACs are best at Interdiction and Ground Attacks are best for CAS. Technically, both are very good at both missions. The increased attack values of CAS above Basic level combines with shorter flight times and increased ground attack efficiency to make for truly staggering numbers. And once an enemy unit breaks and is on the move, Ground Attack missions from CAS aircraft will severly tear them up. Additionally, the CAS is much more effective as the war goes on and enemy Softness factors begin to drop.

Naval Bombers

Naval Bombers are highly capable in Naval Strike missions. In fact, NAV was so powerful in the original HOI2 that many players refused to build any naval ships, and instead solely built NAV! NAV could utterly decimate any fleet in the water, without taking any serious damage. As a result of this extreme imbalance, NAV were weakened in DD and ARMA, though still quite capable. In addition to Naval Strike, NAV are capable of convoy bombing. They are not as good as submarines at convoy bombing, but they are still effective in this dual role.

Naval Bombers (NAV) are fairly unique among other air units, in that air superiority is considerably less important. This is partly because there is no AA over sea zones, and ships generally have much weaker AA than land units, which is historically accurate. Also, it is far more important for nations to use their air power over their own land units, rather than patrolling sea zones. Thus, NAV are generally quite free to roam about the oceans with little interference.


AirPower Efficiency

Airpower can be extremely effective, but it is not necessarily the most efficient use of resources, which is often a focus for veteran HOI2 players. HOI2 has been modeled in such a way that *the most efficient* use of military resources is an Infantry-only army. The IC, time, supply, and repair costs associated with Infantry beat out any other type of unit by a large margin, including air units. Also, mastery of air power is challenging in terms of time, cost, and research. While many nations can find a particular, effective use of airpower, extremely few nations can manage to have a presence across the spectrum of air options.

This being true, Airpower does have specific, unique advantages:

  1. Constancy of Attack - Air power can apply pressure and damage to an enemy continuously, while land force must advance. The ability to continue to damage the enemy and keep him on his heels when he's been knocked back can mean a difference of a lot of IC and manpower spent on reinforcement.
  2. Wide Ranging Effect - This applies to the Strategic strategy more so than the Tactical strategy, however it is applicable to both. The wide ranging effects of damage to IC can be devastating. 8 air divisions (4 bombers with 4 escorting fighters) hitting a province like Dresden, Cologne, or Berlin with maximum ToT can translate to big TC and production losses. TC dropping down reduces ESE of ALL of his armies. When a unit hits supply problems, they start getting a -.5% combat efficiency loss for each 1% of ESE below 100%. This can be very damaging. What other investment of IC can get a combat efficiency penalty across all units in an enemy army, navy, and air force, REGARDLESS of the size of their army (you might say "easier with a bigger army")?
  3. Speed of Response - CAS and TAC aircraft can move across a continent faster than any other unit. If the enemy is making an unexpected attack, or gaining an unexpected advantage, air power is flexible enough to move to the other front and blunt the enemy assault. An armored attack can grind to a halt under heavy attack from CAS aircraft. Sending an infantry division to reinforce a defense can take some time, especially in lower infrastructure areas (can we say Russian Steppe, or Africa). Sending in aircraft for the same purpose can take an hour or two. An hour can be all the difference in winning an losing.

Miscellaneous Tips for Using Air Power

A few other tips before I wrap it up:

  1. Make sure to mark any air unit messages as Show Message Popup and Pause. If you do this, you won't forget the aircraft, and once one mission is complete, you can go and examine your forces, determine their readiness, and get them back up again without missing a beat.
  2. Produce early, produce often - Air divisions are rarely destroyed (unless you let them get overrun). Produce them early and upgrade them. You can pump out infantry much faster than you can aircraft. Get your air forces up to fighting trim before you go to war.
  3. Continue to expand your air force as you go, planning ahead for future operations. If you want to keep England out of the war while you work on Barbarossa, keep your Luftwaffe expanding so that you can maintain the pressure on a crunched England while you deal with Stalin on the East Front.
  4. Change your focus as the need becomes apparent. If you've managed to achieve air superiority as Great Britain, when D-Day is getting closer, go ahead and start working on some CAS aircraft or increase your TAC ratio in your air force. Certainly, the CAS won't be as effective as the TAC, but they're cheap and they can make a difference on the battlefield when your enemy's advantage in technology is nullified (An ME 262 on the ground isn't going to do much against your older, slower CAS aircraft in the air).
  5. Once You Go Up, There's No Coming Down - Realize that once you commit to air power, you're going to have to intentionally lag in one area. If you're Germany or the USSR, you won't have the resources/time for effective naval investment.
  6. Getting aircraft where you want them - Ground Attack and Interdiction missions will be most telling in battle. The targeting AI DOES prioritize active combats as targets. However, if your air units are in the air when combat starts, they may already be targeted, or in the middle of a mission, and won't go where you need them. By the time they've returned to base and head back out again, chances are the ground combat is nearly over. Use the planning boxes to launch your aircraft one to two hours AFTER you begin a ground attack. If you win before they arrive, then the enemy will get hit on the move for big time results. If the arrive before you win, watch the little green bar shrink.
  7. Too Much of a Good Thing? - Yes, there is too much of a good thing. Use your air power in moderation. Each division above 2 in one combat gives a -2% effectiveness to ALL aircraft in the combat. If you have 30 CAS all attacking one target, you're not going to get results. Any over your command limit (minimum of 14) are going to be fighting immediately at a -25% penalty. Then everyone is going to get a -56% penalty for all those aircraft.
  8. Be Mindful of Mother Nature - Weather can be detrimental to all military missions, but it is the one thing other than free ranging enemy bombers that can GROUND your air forces. While not paying attention to the weather with land forces means that you can expect a harder time of things, not paying attention with aircraft means MAJOR penalties. If you have storms or blizzards in the target area, aircraft cannot attack. If you have storms or blizzards over your airfield, they can't even take off. Rain and Snow can have a detrimental effect, but you can reduce this effect by researching the appropriate doctrines for the aircraft type. Attacking at night in the rain is pointless. Ground your aircraft and save the oil.

Energy to Oil Conversion

As determined by Steel et al.:

The amount of energy used in conversion is based on your conversion tech. The amount of oil that is converted is capped by your Industrial Capacity. You get oil equal to 1/10 of your available IC (with 150 IC you would get 15 oil converted).

Conversion is automatically activated when the energy stockpile is more than twice the size of the oil stockpile. Your daily oil consumption doesn't really factor in (other than in terms of how it changes the stockpiles). Conversion is automatic - you can not decide to turn it on or off.

Techs that increase your oil conversion modifiers only decrease the amount of energy used - the amount of oil produced remains the same. For example, if you are converting 100 energy to 10 oil, and you develop the technology for .25 oil conversion, you will then convert 40 energy to get 10 oil, and with the third tech you will use 25 energy to get 10 oil. You use/save more energy, but get no more oil from better conversion techs, until you research the very last tech and get a very small increase.

The best solution often is to trade for oil rather than letting automatic conversion kick in, or to trade away your energy. If automatic conversion starts up, it will run as long as your energy stockpile is more than twice your oil stockpile. You can also negotiate one time deals of up to 5000 energy or any other tradable item to see how much oil you can get.

Engineer Brigade

This artical refers to Enginner Brigades in the HOI2 expansions Doomsday and Armageddon. Refer to the end of the article for other versions of HOI2

Engineer Brigades help crossing rivers, making the process quicker and reducing disorganisation.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
Engineer 3 5 4 45 2.5 0.5 0.12 0.1 0.5 1.0

Effects

Technology

Rear Area Supply Dumps (1936)

Activates Engineer Brigade, giving the ability to produce them

Assault Breakthrough (1944)

Reduces the cost of building a Engineer Brigade by (-5)

Attritional Containment Doctrine (1942)

Reduces the cost of building a Engineer Brigade by (-5)

Infiltration Assault Doctrine (1942)

Increases the night move of a Engineer Brigade by (10)
Increases the night attack of a Engineer Brigade by (10)
Increases the night defence of a Engineer Brigade by (10)

Infiltration in Depth (1943)

Increases the night move of a Engineer Brigade by (40)
Increases the night attack of a Engineer Brigade by (40)
Increases the night defence of a Engineer Brigade by (40)

Industry

Small Arms Assembly Line

Reduces the time of building a Engineer Brigade (-10)

Division

The following are the list of Divisions that can have Engineer Brigades attached, and some notes on thier effects.

Engineer Brigade (HOI2)

Notes

The Brigade Strategy Guide lists Engineer Brigades as useless. This guide is ment to be a little more expansive.

An example being that four Infantry Divisions with Engineers cost the same in manpower as five Infantry Divisions . Five Infantry Divisions are generally seen as much more useful.

Engineer Brigade (HOI2)

This artical refers to Engineer Brigades in Hearts of Iron 2 and not the expansions. Engineer Brigade information for the Expansions is here.

Engineer Brigades help crossing rivers, making the process quicker and reducing disorganisation. The combat bonus is a +20 combat modifier for the engineering brigade.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
Engineer 3 5 4 45 2 1 0.3 0.5 1.0

Erwin Rommel

Before being promoted to the rank of Major General in September, 1939, Erwin Rommel was first an instructor and then commander of the War Academy in Wiener Neustadt. He is not in the game before 1939 because Major General is the lowest rank the game engine acknowledges.

Escort Carrier

Template:ARMA v1.2 Escort (or light) carriers are a smaller brothers of the (fleet) carrier . They were introduced in Doomsday and allow a SAG to get better positioning rolls to fight a CTF .

Escort Carrier Statistics

Model Year Air Attack Air Def. Sea Attack Sub Attack Sea Def Shore Bombard Distance Visi bility Surface Detect Sub Detect Air Detect Cost Build time Man power Max Speed Supply Cons. Fuel Cons. Range
Early Light Carrier 1936 6 2 0 6 6 0 0.36 80 8 5 5 3.0 350 1.0 18 1.10 1.00 2500
Basic Light Carrier 1939 7 5 1 8 7 0 0.38 80 10 6 6 3.5 400 2.0 22 1.30 1.00 3000
Improved Light Carrier 1941 9 7 2 10 9 1 0.40 80 10 7 6 4.0 420 2.0 28 1.50 1.00 3500
Advanced Light Carrier 1943 11 9 3 12 11 1 0.42 80 11 8 7 5.0 420 2.0 26 1.70 1.00 4000
Semi–Modern Light Carrier 1945 13 11 4 15 13 1 0.44 80 12 9 7 6.0 450 3.0 30 2.00 1.50 4000
Modern Light Carrier 1948 15 13 5 18 15 1 0.46 80 14 11 9 7.0 500 3.0 32 2.30 2.00 4000

Brigades allowed

Notes

Escort Fighters

Escort Fighters are a Brigade in Doomsday and Armageddon.

Escort Fighters are a unit in the original HOI2.

Model Air Attack Air Def. Soft Attack Hard Attack Naval Attack Strat Attack Surface Def Air Detect Surface Detect Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Range Upgrade Time Factor Upgrade Cost Factor
Basic Escort Fighter 0 3 1 1 0 0 0 1 1 x x x x 0.3 0.5 400 x x
Improved Escort Fighter 4 4 1 1 1 0 0 1 1 x x x x 0.3 0.6 500 x x
Advanced Escort Fighter x x x x x x x x x x x x x x x x x x

Escort Fighters

Escort Fighters are a Brigade in Doomsday and Armageddon.

Escort Fighters are a unit in the original HOI2.

Model Air Attack Air Def. Soft Attack Hard Attack Naval Attack Strat Attack Surface Def Air Detect Surface Detect Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Range Upgrade Time Factor Upgrade Cost Factor
Basic Escort Fighter 0 3 1 1 0 0 0 1 1 x x x x 0.3 0.5 400 x x
Improved Escort Fighter 4 4 1 1 1 0 0 1 1 x x x x 0.3 0.6 500 x x
Advanced Escort Fighter x x x x x x x x x x x x x x x x x x

Escort Fighters (HOI2)

Escort Fighters

Escort Fighters are long-range fighters, designed to escort bombers and keep enemy interceptors from the bombers. They are drilled in tactics to achieve this mission and receive a bonus when escorting bombers. In Air Superiority missions, they are less effective.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Naval Attack Strat Attack Surface Def Air Detect Surface Detect Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Range Trans Cap. Upgrade Time Factor Upgrade Cost Factor
Basic Escort Fighter 30 30 5 8 0 0 0 0 8 2 3 15 150 1 500 1 2 800 0.5 1.0
Improved Escort Fighter 30 30 6 12 0 0 0 0 12 3 3 18 150 1 600 1.2 2 1000 0.5 1.0
Advanced Escort Fighter 30 30 8 16 0 0 0 0 18 5 5 21 150 1 650 1.4 2 1300 0.5 1.0
Hearts of Iron 2: Doomsday
A major change in HOI2:DD is that [[Escort fighters]] are brigade type units attached to bombers.
This results in better values for the bomber when intercepted by enemy planes, but also a lower range.

Estonia

Estonia is an area and a micro power in 1936, 1938 and 1939 scenario. In other scenarios, Estonia can be created by nations controlling its territory.

Overview

For strategic guidance for playing Estonia, see Estonia Strategy .

Territory

Military

Estonia has 3 infantry divisions in 1936. All infantry are to 1918 standard.

Tech Teams

Team # Picture # Team Name Skill Start Year End Year Specialities
1200 T1200 Eesti Petro 4 1930 1970 CHE IND MGT
1201 T1201 PON 3 1930 1970 AER TEC
1202 T1202 Eduard Alfred Kubbo 3 1940 1970 CRG INF SMT
1203 T1203 Johann Laidoner 4 1930 1970 CAF SMT TRA
1204 T1204 Ernst Opik 5 1930 1970 MTH
1205 T2001 Tallinn Military Arsenal 4 1930 1970 ART EQP MCH
1206 T3802 Paldiski Docks 3 1930 1970 NVA NVE TEC
1207 T1207 Voldemar Mere 3 1930 1970 NVT SEA STF

Diplomacy

Estonia is allied with Latvia and has a non-agression pact with Soviet Union .

Estonia Strategy

Overview

Estonia is one of the hardest nations to play in Hearts of Iron 2. Estonia is generally in a great danger to be attacked and conquered by the Soviet Union. Soviets may declare war on Estonia if Estonia is in a war with any other state or if the Molotov-Ribbentrop pact will be concluded, they will usually attack Estonia in 1940. Estonia can't build an army that is able to resist Soviets, especially in the given few years. Diplomacy is its only chance.

Do not play as Estonia if:

Estonia is weak in all aspects of its society. The worst thing is its location, for it is placed alongside its historical enemies, both of which are superpowers, and all potential allies are located too far.

Technology

The Estonian industrial capacity is horrendous. For this reason you should first research machine tools and everything else that helps increase IC efficiency. Each of these tech upgrades will give a +5% IC increase and this gives the Estonian small economy a big boost. With more IC you can afford to research more advanced infantry units.

If you've got an ally to give you blueprints, first research the techs you have already have blueprints for.

Land doctrines are important too. It's a way to upgrade your army without having to use your valuable IC for it.

Do not even think of researching Armor & Artillery, Naval, Naval Doctrine, Aircraft, Air Doctrine and Secret Weapons. They require either lots of IC or time for realization, neither of which the small nation can afford.

Politics

Moving the economy slider towards Central Planning gives Estonia +25% IC after four moves. Being too democratic doesn't let you move the economy slider too far right, so it is recommended to move the first slider towards authoritarian until it's possible to move the economy slider more right.

Switching the Armaments Minister to Jüri Uluots gives the Estonian economy a 10% IC bonus. He is already available from 1936.

Intelligence is expensive. Don't use it.

You must produce enough Consumer Goods to keep the population happy. Dissent is very bad for you and declaring war to other nations will only make matters worse.

The best trading partners for Estonia are firstly the neighboring countries Latvia, Finland and Lithuania. Trading with potential allies such as Germany, UK or France is also a good idea, because it improves the relations between the countries. Those three usually become Estonia's main trade partners, because they have a great amount of resources and can afford the best deals.

Building factories may be more important than building an army. Factories cost 5 IC for 360 days, which can be modified by sliders to shorten the time but not the cost. If you want to achieve any success, you need to augment your IC by all costs. Building factories is better in the long perspective.

In order to be able to produce any troops, you will need to incorporate alternative measures to enhance your industrial capacity. Consider the conquering strategies mentioned below.

The smaller your armies are, the less military potential you have, and thus the better negotiator you need to be.

Army

You begin with three infantry units in 1936. Unless you're expanding in territory, you will lack the IC to build a bigger army.

When you do achieve a considerable increase in industrial capacity, you will need to upgrade your divisions to make them any useful.

You may use the cheap and quickly built militia units for controlling territory and occupying empty provinces. They can also be used for combat, but they are far inferior to infantry units.

Filling your border with as much divisions as possible makes unfriendly nations afraid of you. The AI opponent simply counts the number of divisions at the border, without noticing how strong they actually are. A big pile of militiamen might deter the Soviet Union.

Armies containing both Infantry and Militia are the most effective. Infantry supplies the Soft Attack factors, and Militia supplies the extra organization.

Cavalry is basically just as tough as Infantry, but almost twice as fast. They are expensive and thus to be avoided with a low industrial capacity.

If you have survived the beginning of WWII, improved goodly your IC and have some time to relax, you may build some motorized or armored units. Remind that there are things more necessary.

Don't build naval or air units unless you're planning an invasion. In such a case, only produce transport ships and make sure you don't travel far with them.

A left-wing coup d'état

If Estonia is at war with Germany between January 1, 1944 and December 30, 1947 and the Soviet Union controls both Minsk and Lublin, a left-wing coup d'état may happen.

If the coup succeeds:

If the coup is crushed:

Alliance and War Strategy

Estonia has a lot of neighboring countries. With great effort you can battle

First, remember that unless you alter the historical chain of events, the Soviet Union will invade the Baltic States by June 1940.

One way to defend against the attack is by building land forts, either in Voru and Tartu (Narva is naturally protected by a river) or Tallinn only (the only province with victory points). However, it is advised not to focus on fortresses. They give you no more than a few months and when all the Red Army marches to Estonia, you can't hold them back with forts. Above all, keep in mind that fighting the Soviets alone is a very bad idea.

Estonia can ally with Finland since the Soviet Union attacks them in 1939. Allying while Finland is at war will drag Estonia in the war against Soviets, where Estonia and Finland must hold out until March 1940, when the peace event fires. If you can't take control of the Finnish military, Finland is useless for you, because there is a sea between you and Finland. If you control their military, you must have Transports to take their divisions to Estonia to defend it from Soviet annexation.

You may simply leave the alliance with Latvia and annex their territory by taking the unprotected capital. Once you have it, you can annex the country. This gives you a little bit more of everything, helping you establish a defensive line against the Soviets.

You can also avoid annexation by acquiring remote provinces with victory points. The easier and more effective way is to buy one from France. The alternative is to annex a remote country. Denmark is a nice nation to be annexed if you are allied to Germany. You need to build some transport ships for that. Declare war on Denmark and let Germany occupy Kolding and push Danes out of Copenhagen. Then make beachheads to Copenhagen and Århus to claim them for yourself. Once Denmark is annexed, the Soviets can't annex you without conquering the Danish territories as well, but their transport ships are too far away to reach Copenhagen.

Estonia can defeat Finland with 5 divisions and transport ships. First take undefended Turku. Once the AI moves troops out of Viipuri, take it. Then you can take Helsinki. Finally take undefended Vaasa by an amphibious assault and victory is yours.

You can fight Germany after having survived the Comintern. Once Germany begins its downfall, invade it to receive extra provinces. This strategy may be more effective if you're allied to a major alliance.

You can try to invade Great Britain, although you can't annex the UK. You should first build many submarines. Southern and Eastern provinces of the British Island are the natural choices for an amphibious landing. The best province depends on the province's garrison as well as its adjacent provinces' troops. If the province is lightly defended but an adjacent province has a very large army, you should think twice since that large army may obliterate your landing troops. The AI defends the Great Britain very badly, and about 20 divisions will be enough to take Britain.

Ethiopia

Surviving the Italian onslaught.

Are you seriously playing Ethiopia?

Well, here are some tips:

  1. Make some militias and armored cars; they're the only things you can bother making. But don't make too many! You'll need the IC so you can...
  2. Oversupply your attacking forces as much as you can without exceeding TC or running out of supplies.
  3. Research 1936 infantry. You won't be making infantry divisions, but upgrading the Imperial Bodyguard is useful.
  4. Research Human Wave land doctrine.
  5. War Hawks and Standing Army are nice as far as sliders go.
  6. Surround and eliminate Italian forces whenever the opportunity arises.
  7. Outnumber the Italians in every battle, especially when attacking.
  8. Reinforce the Imperial Bodyguard and use them for offense whenever you can. Its attack-to-defense ratio is far higher than that of militia divisions.

Step 1: Pull back

Start off by pulling your forces into a better defensive position. Just don't retreat too far..."too far" being when you have less than two provinces. If the Italians surround your capital, you're screwed.

Step 2: Counterattack South

While holding onto the northern border, push south. With any luck you'll surround and destroy the Italians in Somalia.

As soon as you take a coastline province, start trading supplies for whatever raw material you need with the Brits. For some reason they cancel trade deals if you don't have a coast province. I'm not sure if this varies between game versions or mods or what.

Occupying these provinces will kill your TC, so liberate the nation Somalia as soon as you've removed all Italian territory. Somalia will have absolutely no resources or manpower or IC or anything. The only drawback to liberation is that you lose sea access, and by extension, British trade. But hey, it was nice while it lasted.

TO BE CONTINUED

At this point they're still on your north end. Fortunately the only resource up there is one manpower point in Dese. Whoopty-doo.

Should you try a northern offensive? Should you just hold on and hope Italy gets wrapped up in other business? I don't know yet.

Good luck!

-- ZBrisk 11:56, 13 May 2008 (CEST)

Ethiopia

Surviving the Italian onslaught.

Are you seriously playing Ethiopia?

Well, here are some tips:

  1. Make some militias and armored cars; they're the only things you can bother making. But don't make too many! You'll need the IC so you can...
  2. Oversupply your attacking forces as much as you can without exceeding TC or running out of supplies.
  3. Research 1936 infantry. You won't be making infantry divisions, but upgrading the Imperial Bodyguard is useful.
  4. Research Human Wave land doctrine.
  5. War Hawks and Standing Army are nice as far as sliders go.
  6. Surround and eliminate Italian forces whenever the opportunity arises.
  7. Outnumber the Italians in every battle, especially when attacking.
  8. Reinforce the Imperial Bodyguard and use them for offense whenever you can. Its attack-to-defense ratio is far higher than that of militia divisions.

Step 1: Pull back

Start off by pulling your forces into a better defensive position. Just don't retreat too far..."too far" being when you have less than two provinces. If the Italians surround your capital, you're screwed.

Step 2: Counterattack South

While holding onto the northern border, push south. With any luck you'll surround and destroy the Italians in Somalia.

As soon as you take a coastline province, start trading supplies for whatever raw material you need with the Brits. For some reason they cancel trade deals if you don't have a coast province. I'm not sure if this varies between game versions or mods or what.

Occupying these provinces will kill your TC, so liberate the nation Somalia as soon as you've removed all Italian territory. Somalia will have absolutely no resources or manpower or IC or anything. The only drawback to liberation is that you lose sea access, and by extension, British trade. But hey, it was nice while it lasted.

TO BE CONTINUED

At this point they're still on your north end. Fortunately the only resource up there is one manpower point in Dese. Whoopty-doo.

Should you try a northern offensive? Should you just hold on and hope Italy gets wrapped up in other business? I don't know yet.

Good luck!

-- ZBrisk 11:56, 13 May 2008 (CEST)

Europe


Country Required Provinces Extra Provinces
Tag Name Id Name Capital Id name
ALB Albania 390 Tirana C 415 Pristina
391 Vlorë
ARM Armenia 1856 Yerevan C 1851 Kars
1858 Kirovabad
AUS Austria 373 Lech
377 Innsbruck
460 Graz
461 Klagenfurt
462 Salzburg
463 Vienna C
464 Hollabrunn
465 Linz
AZB Azerbaijan 1907 Baku C 1859 Tabriz
1858 Kirovabad
1857 Makhachkala
BEL Belgium 45 Ghent 1095 Banana
50 Antwerp 1142 Léopoldville
51 Brussels C 1071 Stanleyville
52 Mons 1072 Buta
65 Namur 1073 Costermanville
68 Liège 1074 Coquihatville
69 Bastogne 1143 Kindu-Port-Empain
70 Arlon 1144 Albertville
1127 Élisabethville
1098 Luluabourg
BLR Byelorussia 212 Minsk C 273 Gomel
221 Bobraisk 274 Rogachev
225 Mozyr 209 Grodno
218 Orsha 211 Lida
220 Mogilev 213 Molodeczno
272 Zhlobin 214 Swieciany
210 Baranowicze
222 Luniniec
503 Pinsk
504 Brest Litovsk
507 Slonim
BOS Bosnia 385 Zenica 387 Mostar
386 Sarajevo C
BUL Bulgaria 419 Vraca 423 Constanta
420 Pleven 413 Skopje
422 Varna 414 Stip
421 Plovdiv 412 Edessa
417 Sofia C 411 Salonika
416 Gorna Dzhumaya 410 Kavala
CRO Croatia 382 Zagreb C 381 Rijeka
383 Banja Luka 384 Split
387 Mostar
388 Dubrovnik
CYP Cyprus 444 Cyprus C
CZE Czechoslovakia 470 Pilsen 471 Ústí
469 Prague C 472 Liberec
468 Kutna Hora 466 Strakonice
467 Tábor
474 Ostrava
475 Brno
478 Zilina
477 Banská Bystrica
490 Kosice
499 Presov
476 Bratislava
DDR DDR 298 Magdeburg 80 Wilhelmshafen
299 Potsdam 81 Münster
300 Berlin C 82 Kassel
301 Stralsund 83 Schweinfurt
296 Rostock 84 Erfurt
297 Wolfsburg 85 Göttingen
310 Leipzig 86 Hannover
309 Cottbus 87 Bremen
311 Dresden 88 Hamburg
89 Lübeck
90 Kiel
312 Nuremberg
313 Frankfurt-am-Main
314 Stuttgart
315 Freiburg
375 Regensburg
376 Munich
374 Friedrichshafen
76 Dortmund
67 Essen
75 Cologne
74 Saarbrücken
66 Aachen
DEN Denmark 92 Århus 91 Kolding
292 Aalborg 295 Bornholm
293 Odense 800 Greenland
294 Copenhagen C
DFR FRG 80 Wilhelmshafen 298 Magdeburg
81 Münster 299 Potsdam
82 Kassel 300 Berlin
83 Schweinfurt 301 Stralsund
84 Erfurt 296 Rostock
85 Göttingen 297 Wolfsburg
86 Hannover 310 Leipzig
87 Bremen 309 Cottbus
88 Hamburg 311 Dresden
89 Lübeck
90 Kiel
312 Nuremberg
313 Frankfurt-am-Main
314 Stuttgart
315 Freiburg
375 Regensburg
376 Munich
374 Friedrichshafen
76 Dortmund
67 Essen
75 Cologne C
74 Saarbrücken
66 Aachen
ENG United Kingdom 11 Sunderland 3 Stornoway
12 Blackpool 5 Scapa Flow
13 Sheffield 6 Inverness
14 Liverpool 7 Aberdeen
15 Cardiff 8 Dunfermline
16 Birmingham 9 Glasgow
17 Norwich 10 Edinburgh
19 London C
20 Dover
21 Portsmouth
22 Bristol
23 Plymouth
EST Estonia 193 Narva 198 Gulbene
194 Tallinn C
195 Tartu
196 Pärnu
199 Voru
EUS Euskadi 331 Bilbao C 330 Saragossa
326 Dax
FIN Finland 103 Åland 145 Viipuri
141 Turku 146 Sortavala
142 Helsinki C 152 Petrozavodsk
140 Pori
143 Tampere
138 Vaasa
139 Seinäjoki
137 Oulu
131 Tornio
130 Rovaniemi
132 Petsamo
136 Kajaani
148 Kuopio
147 Jyväskylä
144 Mikkeli
149 Joensuu
FLA Flanders 45 Ghent 49 Eindhoven
50 Antwerp 46 Rotterdam
51 Brussels C 44 Lille
43 Dunkerque
18 Calais
FRA France 529 Besançon 316 Mulhouse
365 Toulon 73 Strasbourg
364 Marseille 72 Metz
363 Nîmes 53 Valenciennes
362 Montpellier 44 Lille
358 Perpignan 43 Dunkerque
328 Pau 18 Calais
327 Auch 366 Nice
326 Dax 527 Grenoble
325 Bordeaux 367 Corsica
324 Bergerac
359 Toulouse
361 Saint-Etienne
322 Limoges
323 La Rochelle
59 Cholet
60 Tours
61 Bourges
62 Auxerre
63 Troyes
318 Dijon
317 Chaumont
64 Reims
54 Amiens
42 Dieppe
55 Compiègne
41 Le Havre
56 Paris C
57 Orléans
58 Le Mans
32 Brest
33 Rennes
34 Lorient
35 Nantes
36 Angers
37 Avranches
38 Cherbourg
39 Caen
40 Argentan
320 Vichy
321 Châteauroux
528 Lyon
319 Chalon-sur-Saône
360 Clermont-Ferrand
GEO Georgia 1848 Batum 1845 Tuapse
1850 Tblisi C 1844 Maikop
1849 Nalchik
GER Germany 66 Aachen 473 Breslau
67 Essen 482 Oppeln
74 Saarbrücken 308 Küstrin
75 Cologne 302 Stettin
76 Dortmund 304 Elbing
80 Wilhelmshafen 510 Königsberg
81 Münster 72 Metz
82 Kassel 73 Strasbourg
83 Schweinfurt 316 Mulhouse
84 Erfurt 71 Luxembourg
85 Göttingen
86 Hannover
87 Bremen
88 Hamburg
89 Lübeck
90 Kiel
296 Rostock
297 Wolfsburg
298 Magdeburg
299 Potsdam
300 Berlin C
301 Stralsund
302 Stettin
309 Cottbus
310 Leipzig
311 Dresden
312 Nuremberg
313 Frankfurt-am-Main
314 Stuttgart
315 Freiburg
374 Friedrichshafen
375 Regensburg
376 Munich
GRE Greece 394 Patras 396 Crete
395 Corinthe 402 Agrinio
401 Athens C 403 Larisa
393 Kefalonia
410 Kavala
411 Salonika
412 Edessa
392 Ioannina
400 The Cyclades
405 The Dardanelles
398 Dodecanese
399 Rhodes
413 Skopje
444 Cyprus
HOL Netherlands 47 Amsterdam C 46 Rotterdam
48 Utrecht 49 Eindhoven
77 Arnhem 801 Curacao
78 Leeuwarden
79 Groningen
HUN Hungary 456 Pecs 427 Sibiu
457 Budapest C 428 Cluj-Napoca
458 Györ 429 Bacau
491 Miskolc 430 Brasov
492 Szeged 496 Arad
497 Debrecen 498 Satu Mare
499 Presov
ICL Iceland 1 Reykjavik C
2 Höfn
IRE Ireland 27 Letterkenny 29 Portadown
26 Sligo 28 Belfast
25 Galway
24 Cork
30 Dublin C
ITA Italy 525 Palermo 371 Trento
526 Catania
524 Reggio di Calabria
523 Taranto
522 Potenza
521 Naples
520 Foggia
519 Anzio
518 Cassino
517 Pescara
516 Perugia
515 Rome
513 Florence
514 Rimini
512 Bologna
379 Ferrara
369 La Spezia
368 Genoa
531 Turin
370 Milan
378 Venice
534 Sardinia
LAT Latvia 203 Jekapils 214 Swieciany
204 Jelgava
205 Mazirbe
197 Riga C
202 Dagaupulis
LIT Lithuania 207 Kaunas 209 Grodno
208 Wilno C 206 Memel
511 Alytus
577 Siauliau
LUX Luxemburg 71 Luxembourg C 70 Arlon
69 Bastogne
MTN Montenegro 389 Podgorica C
NOR Norway 107 Oslo C
108 Kristiansand
109 Stavanger
110 Bergen
111 Hamar
116 Röros
117 Ålesund
118 Trondheim
124 Mo i Rana
125 Narvik
128 Hammerfest
129 Vardö
POL Poland 485 Warsaw C 303 Danzig
484 Radom 302 Stettin
480 Kielce 308 Küstrin
487 Lublin 473 Breslau
488 Zamosc 482 Oppeln
489 Przemysl 306 Bydgoszcz
307 Poznan
483 Lodz
481 Czestochowa
480 Kielce
479 Cracow
305 Torun
304 Elbing
486 Lomza
POR Portugal 335 Oporto
336 Lissabon C
337 Guarda
344 Evora
345 Faro
ROM Romania 423 Constanta 230 Beltsy
424 Bucharest C 434 Chisinev
425 Pitesti 428 Cluj-Napoca
431 Ploesti 498 Satu Mare
426 Craiova 423 Constanta
495 Timisoara
496 Arad
427 Sibiu
429 Bacau
430 Brasov
432 Braila
436 Tulcea
433 Iasi
435 Ismail
RSI Italian Social Republic 370 Milan C 371 Trento
378 Venice
379 Ferrara
512 Bologna
513 Florence
514 Rimini
515 Rome C
516 Perugia
517 Pescara
531 Turin
368 Genoa
369 La Spezia
518 Cassino
519 Anzio
520 Foggia
521 Naples
522 Potenza
523 Taranto
524 Reggio di Calabria
525 Palermo
526 Catania
534 Sardinia
RUS Russia 187 Leningrad C 1771 Mezen
175 Moscow 1840 Kotlas
163 Stalingrad 1841 Velikij Ustyug
219 Smolensk 165 Konosha
1832 Saratov 153 Molotovsk
200 Pskov 151 Segezha
133 Murmansk 152 Petrozavodsk
154 Archangelsk 150 Kem
283 Voronezh 135 Kandalaksja
282 Orel 134 Kola
178 Yaroslavl 1838 Astrakhan
189 Novgorod 1847 Grozny
278 Tula 1846 Voroshilovsk
243 Kursk 1843 Armavil
255 Novorossisk
256 Krasnodar
257 Tikhoretsk
270 Salsk
1842 Bashanta
1837 Elista
271 Kotelnikovo
164 Cherny Yar
1833 Enotaevka
1834 Krasnya Sloboda
1836 Elton
1839 Novouzensk
1835 Nikolayevsk
1829 Engels
1831 Nikolayevka
1830 Syzran
1777 Saransk
1778 Ulyanovsk
1776 Cheboksary
1775 Yoskar Ola
1780 Kazan
1781 Melekess
1783 Kirov
1774 Kotelnich
162 Kalach
161 Surovikino
160 Frolovo
159 Kamyshin
157 Uryupinsk
156 Balashov
158 Kuznetsk
155 Penza
169 Arzamas
168 Gorkij
167 Ivanovo
179 Murom
180 Vladimir
166 Kostroma
177 Danilov
170 Totma
171 Volodga
172 Cherepovets
173 Bezhetsk
174 Kalinin
176 Rybinsk
181 Kaluga
182 Mozhaisk
183 Vytegra
184 Tikhvin
190 Staraya Russa
191 Porkhov
185 Volkhov
186 Luga
188 Kingisepp
192 Gdov
201 Opochka
275 Roslavl
276 Klintsy
277 Bryansk
279 Ryazan
280 Tambov
281 Lipetsk
284 Borisglebsk
258 Rostov
259 Kamensk-Shakhtinski
262 Ostrogozhsk
261 Rossosh
269 Konstatinovsk
268 Morozovsk
267 Bokovskaya
266 Kashary
265 Boguchar
264 Pavlovsk
263 Svoboda
94 Noginsk
215 Novorzhev
216 Nevel
217 Vitebsk
285 Vyazma
286 Toropets
287 Velikiye Luki
288 Rzhev
289 Demyansk
1874 Polotsk
1531 Norilsk
1532 Tura
1533 Igarka
1534 Poloi
1535 Angutikha
1536 Turukhansk
1537 Baikit
1538 Severo-Yenisejsk
1539 Yenisejsk
1540 Kolpachevo
1543 Kargasok
1544 Tomsk
1545 Asino
1546 Kemerovo
1547 Barnaul
1549 Rubcovsk
1558 Ojrot-Tura
1559 Abakan
1560 Krasnoyarsk
1561 Achinsk
1412 Bodaibo
1413 Kachug
1414 Ust-Kut
1415 Taishet
1416 Irkutsk
1417 Shushenskoye
1520 Ulan-Ude
1522 Mogocha
1521 Barguzin
1383 Borzya
1384 Chita
1156 Dudinka
1157 Khatanga
1158 Saskylakh
1159 Srednekolymsk
1160 Zhigansk
1161 Nyurba
1162 Erbogachen
1163 Yakutsk
1562 Kezhma
1563 Vanavara
1409 Maya
1410 Aldan
1411 Olekminsk
1594 Tobolsk
1523 Tynda
1164 Khandyga
1165 Verkhoyansk
1155 Tazov
1541 Nizhnevartovsk
1542 Aleksandrovskoye
1548 Novosibirsk
1552 Omsk
1593 Tyumen
1596 Surgut
1598 Tarko-Sale
SCH Switzerland 532 Bern C
530 Geneva
533 Zürich
372 Chur
SCA Scandinavia 112 Ludvika 91 Kolding
126 Kiruna 295 Bornholm
127 Luleå 800 Greenland
123 Gällivare 1 Reykjavik
122 Umeå 2 Höfn
121 Vilhelmina
120 Sundsvall
119 Östersund
115 Sveg
113 Falun
114 Gävle
106 Åmål
105 Karlstad
104 Västerås
102 Uppsala
101 Stockholm C
100 Norrköping
99 Skövde
98 Göteborg
97 Jönköping
93 Malmö
95 Karlskrona
96 Gotland
92 Århus
292 Aalborg
293 Odense
294 Copenhagen
107 Oslo
108 Kristiansand
109 Stavanger
110 Bergen
111 Hamar
116 Röros
117 Ålesund
118 Trondheim
124 Mo i Rana
125 Narvik
128 Hammerfest
129 Vardö
SCO Scotland 3 Stornoway
5 Scapa Flow
6 Inverness
7 Aberdeen
8 Dunfermline
9 Glasgow
10 Edinburgh C
SER Serbia 453 Belgrade C 415 Pristina
451 Novi Pazar 418 Nis
494 Zrenjanin
493 Novi Sad
454 Osijek
SLO Slovakia 478 Zilina 499 Presov
477 Banská Bystrica C
490 Kosice
476 Bratislava
SLV Slovenia 380 Ljubljana C
SOV Soviet Union 266 Kashary 1372 Vladivostok
269 Konstatinovsk 1373 Spassk-Dalnij
258 Rostov 1371 Tetyukhe
1576 Kostanai 1370 Iman
1169 0 1369 Ternei
1773 Syktyvkar 1367 Khabarovsk
1772 Ukhta 1366 Bogorodskoe
1771 Mezen 1527 Nikolayevsk-na-Amure
154 Archangelsk 1529 Birobidzhan
1840 Kotlas 1528 Blagoveshchensk
1841 Velikij Ustyug 1526 Chumikan
165 Konosha 1523 Tynda
153 Molotovsk 1410 Aldan
151 Segezha 1525 Okhotsk
152 Petrozavodsk 1524 Magadan
150 Kem 1409 Maya
135 Kandalaksja 1164 Khandyga
134 Kola 1165 Verkhoyansk
133 Murmansk 1166 Pevek
1838 Astrakhan 1167 Evensk
1847 Grozny 1170 Anadyr
1846 Voroshilovsk 1171 Palana
1843 Armavil 1172 Petropavlovsk-Kamchatskij
255 Novorossisk 1405 Komanderskiye Island
256 Krasnodar 1174 Shumushushima
257 Tikhoretsk 1175 Ocha
270 Salsk 1522 Mogocha
1842 Bashanta 1521 Barguzin
1837 Elista 1384 Chita
271 Kotelnikovo 1383 Borzya
164 Cherny Yar 1520 Ulan-Ude
1833 Enotaevka 1416 Irkutsk
1834 Krasnya Sloboda 1415 Taishet
1836 Elton 1414 Ust-Kut
1839 Novouzensk 1413 Kachug
1835 Nikolayevsk 1162 Erbogachen
1829 Engels 1412 Bodaibo
1832 Saratov 1411 Olekminsk
1831 Nikolayevka 1163 Yakutsk
1830 Syzran 1159 Srednekolymsk
1777 Saransk 1160 Zhigansk
1778 Ulyanovsk 1158 Saskylakh
1776 Cheboksary 1417 Shushenskoye
1775 Yoskar Ola 1558 Ojrot-Tura
1780 Kazan 1557 Bijsk
1781 Melekess 1423 Ziryanovsk
1782 Izhevsk 1556 Ust-Kamenogorsk
1783 Kirov 1550 Semipalatinsk
1774 Kotelnich 1549 Rubcovsk
163 Stalingrad 1547 Barnaul
162 Kalach 1546 Kemerovo
161 Surovikino 1559 Abakan
160 Frolovo 1561 Achinsk
159 Kamyshin 1560 Krasnoyarsk
157 Uryupinsk 1562 Kezhma
156 Balashov 1563 Vanavara
158 Kuznetsk 1532 Tura
155 Penza 1537 Baikit
169 Arzamas 1538 Severo-Yenisejsk
168 Gorkij 1545 Asino
167 Ivanovo 1544 Tomsk
179 Murom 1548 Novosibirsk
180 Vladimir 1543 Kargasok
166 Kostroma 1540 Kolpachevo
178 Yaroslavl 1539 Yenisejsk
177 Danilov 1536 Turukhansk
170 Totma 1535 Angutikha
171 Volodga 1533 Igarka
172 Cherepovets 1534 Poloi
173 Bezhetsk 1157 Khatanga
174 Kalinin 1531 Norilsk
175 Moscow C 1156 Dudinka
176 Rybinsk 1155 Tazov
181 Kaluga 1154 Salekhard
182 Mozhaisk 1565 Saranpaul
183 Vytegra 1564 Muzhi
184 Tikhvin 1571 Serov
190 Staraya Russa 1597 Khanty-Mansijsk
191 Porkhov 1598 Tarko-Sale
189 Novgorod 1554 Karaganda
185 Volkhov 1555 Balkhash
186 Luga 1553 Ekibastuz
187 Leningrad 1552 Omsk
188 Kingisepp 1594 Tobolsk
192 Gdov 1596 Surgut
200 Pskov 1573 Nizhnij Tagil
201 Opochka 1593 Tyumen
275 Roslavl 1592 Petropavlovsk
276 Klintsy 1591 Kokchetav
277 Bryansk 1590 Akmolinsk
278 Tula 1589 Samarkandskij
279 Ryazan 1588 Zhezkazgan
280 Tambov 1587 Baikonur
281 Lipetsk 1424 Zhambyl
282 Orel 1586 Kazalinsk
283 Voronezh 1585 Nukus
284 Borisglebsk 1584 Kungrad
262 Ostrogozhsk 1583 Fort Shevchenko
261 Rossosh 1581 Turgai
268 Morozovsk 1576 Kostanai
267 Bokovskaya 1575 Kurgan
265 Boguchar 1574 Chelyabinsk
264 Pavlovsk 1572 Sverdlovsk
263 Svoboda 1566 Berezniki
94 Noginsk 1567 Ufa
215 Novorzhev 1570 Chkalov
216 Nevel 1577 Orsk
219 Smolensk 1578 Aktyubinsk
285 Vyazma 1580 Chelkar
286 Toropets 1582 Aralsk
287 Velikiye Luki 1579 Kulsary
288 Rzhev 1569 Guriev
289 Demyansk 1568 Uralsk
1431 Aksu 1150 Osa
1430 Kashgar 1151 Molotov
1484 Feyzabad 1152 Storozhevsk
1874 Polotsk 1153 Troitsko-Pechorsk
94 Noginsk 1169 0
145 Viipuri 1773 Syktyvkar
146 Sortavala 1772 Ukhta
1418 Kyzyl 1771 Mezen
154 Archangelsk
1840 Kotlas
1841 Velikij Ustyug
165 Konosha
153 Molotovsk
151 Segezha
152 Petrozavodsk
150 Kem
135 Kandalaksja
134 Kola
133 Murmansk
1838 Astrakhan
1847 Grozny
1857 Makhachkala
1849 Nalchik
1850 Tblisi
1848 Batum
1845 Tuapse
1844 Maikop
1846 Voroshilovsk
1843 Armavil
255 Novorossisk
256 Krasnodar
257 Tikhoretsk
270 Salsk
1842 Bashanta
1837 Elista
271 Kotelnikovo
164 Cherny Yar
1833 Enotaevka
1834 Krasnya Sloboda
1836 Elton
1839 Novouzensk
1827 Naberezhnye Chelny
1828 Kuybyshev
1835 Nikolayevsk
1829 Engels
1832 Saratov
1831 Nikolayevka
1830 Syzran
252 Yevpatoriya
253 Sevastopol
254 Kerch
1777 Saransk
1778 Ulyanovsk
1776 Cheboksary
1775 Yoskar Ola
1780 Kazan
1781 Melekess
1782 Izhevsk
1783 Kirov
1774 Kotelnich
163 Stalingrad
162 Kalach
161 Surovikino
160 Frolovo
159 Kamyshin
157 Uryupinsk
156 Balashov
158 Kuznetsk
155 Penza
169 Arzamas
168 Gorkij
167 Ivanovo
179 Murom
180 Vladimir
166 Kostroma
178 Yaroslavl
177 Danilov
170 Totma
171 Volodga
172 Cherepovets
173 Bezhetsk
174 Kalinin
175 Moscow
176 Rybinsk
181 Kaluga
182 Mozhaisk
183 Vytegra
184 Tikhvin
190 Staraya Russa
191 Porkhov
189 Novgorod
185 Volkhov
186 Luga
187 Leningrad
188 Kingisepp
192 Gdov
200 Pskov
201 Opochka
212 Minsk
225 Mozyr
226 Korosten
227 Zhitomir
228 Vinnitsa
231 Mogilev Podolski
232 Balta
233 Odessa
234 Kherson
251 Perekop
250 Melitopol
235 Dnepropetrovsk
236 Krivoy Rog
237 Cherkassy
238 Kiev
239 Priluki
240 Vyshgorod
220 Mogilev
272 Zhlobin
241 Chernigov
273 Gomel
274 Rogachev
275 Roslavl
276 Klintsy
277 Bryansk
278 Tula
279 Ryazan
280 Tambov
281 Lipetsk
282 Orel
283 Voronezh
284 Borisglebsk
249 Stalino
258 Rostov
259 Kamensk-Shakhtinski
260 Bilovodsk
248 Kharkov
247 Belgorod
243 Kursk
262 Ostrogozhsk
261 Rossosh
269 Konstatinovsk
268 Morozovsk
267 Bokovskaya
266 Kashary
265 Boguchar
264 Pavlovsk
263 Svoboda
1490 Ashgabat
1491 Chardzhou
1485 Stalinabad
1487 Samarkand
1488 Navoi
1427 Tashkent
1428 Osh
1426 Kzyl-Orda
1425 Chimkent
1429 Frunze
94 Noginsk
215 Novorzhev
216 Nevel
217 Vitebsk
218 Orsha
219 Smolensk
221 Bobraisk
242 Konotop
244 Sumy
245 Poltava
246 Zaporozhye
285 Vyazma
286 Toropets
287 Velikiye Luki
288 Rzhev
289 Demyansk
1149 Vorkuta
1161 Nyurba
1368 Komsomolsk-na-Amure
1422 Alma-Ata
1489 Bukhara
1856 Yerevan
1858 Kirovabad
1907 Baku
1541 Nizhnevartovsk
1542 Aleksandrovskoye
1551 Pavlodar
1874 Polotsk
SPA Nationalist Spain 334 La Coruña 348 Gibraltar
333 Burgos C 331 Bilbao
340 Sigüenza 332 Oviedo
330 Saragossa 341 Madrid
329 Huesca 342 Guadalajara
339 Valladolid 343 Badajoz
338 Salamanca 346 Huelva
347 Seville 349 Málaga
954 Melilla 350 Almería
955 Villa Sanjuro 351 Jaén
957 Ceuta 352 Murcia
961 Lanzarote 353 Albacete
962 Fuerteventura 354 València
963 Gran Canaria 355 Castellón
964 Tenerife 356 Tarragona
965 La Palma 357 Barcelona
535 Mallorca 536 Menorca
537 Ibiza
967 Ifni
971 El Aaiún
972 Villa Cisneros
1091 Bata
SPR Republican Spain 329 Huesca 348 Gibraltar
330 Saragossa
331 Bilbao
332 Oviedo
333 Burgos
334 La Coruña
338 Salamanca
339 Valladolid
340 Sigüenza
341 Madrid C
342 Guadalajara
343 Badajoz
346 Huelva
347 Seville
349 Málaga
350 Almería
351 Jaén
352 Murcia
353 Albacete
354 València
355 Castellón
356 Tarragona
357 Barcelona
535 Mallorca
536 Menorca
537 Ibiza
961 Lanzarote
962 Fuerteventura
963 Gran Canaria
964 Tenerife
965 La Palma
954 Melilla
955 Villa Sanjuro
957 Ceuta
967 Ifni
971 El Aaiún
972 Villa Cisneros
1091 Bata
SWE Sweden 112 Ludvika
126 Kiruna
127 Luleå
123 Gällivare
122 Umeå
121 Vilhelmina
120 Sundsvall
119 Östersund
115 Sveg
113 Falun
114 Gävle
106 Åmål
105 Karlstad
104 Västerås
102 Uppsala
101 Stockholm C
100 Norrköping
99 Skövde
98 Göteborg
97 Jönköping
93 Malmö
95 Karlskrona
96 Gotland
UKR Ukraine 227 Zhitomir 506 Kowel
228 Vinnitsa 501 Lvov
231 Mogilev Podolski 229 Stanislawow
232 Balta 502 Tarnopol
233 Odessa 562 Rowne
234 Kherson 500 Stryj
226 Korosten 252 Yevpatoriya
260 Bilovodsk 254 Kerch
235 Dnepropetrovsk 253 Sevastopol
236 Krivoy Rog 499 Presov
237 Cherkassy
238 Kiev C
239 Priluki
240 Vyshgorod
242 Konotop
244 Sumy
245 Poltava
246 Zaporozhye
247 Belgorod
248 Kharkov
249 Stalino
250 Melitopol
251 Perekop
241 Chernigov
VIC Vichy France 319 Chalon-sur-Saône 956 Oujda
320 Vichy C 969 Bouarfa
321 Châteauroux 968 Ouezzane
322 Limoges 959 Marrakech
324 Bergerac 958 Casablanca
327 Auch 960 Mogador
328 Pau 966 Agadir
358 Perpignan 1014 Fort Laperrine
359 Toulouse 970 Géryville
360 Clermont-Ferrand 1013 El-Oued
361 Saint-Etienne 943 Constantine
362 Montpellier 942 Bône
363 Nîmes 945 Philippeville
364 Marseille 944 Sétif
528 Lyon 946 Bougie
529 Besançon 947 Blida
367 Corsica 949 Algiers
365 Toulon 948 Mascara
366 Nice 951 Sidi-Bel-Abbès
527 Grenoble 950 Mostaganem
952 Tlemcen
953 Oran
935 Gabès
934 Gafsa
936 Sfax
938 Sousse
937 Kassarine
939 Tunis
940 Bizerte
941 Tabarka
1862 Aleppo
1861 Dair az Zawr
1863 Hims
1792 Damascus
1793 Tripoli
1794 Beirut
1795 Golan
1134 Fianarantsoa
1137 Tananarive
1338 Rach Gia
1339 Battambang
1340 Phnom Penh
1337 Saigon
1335 Nha Trang
1336 Pakse
1334 Qui Non
1333 Da Nang
1332 Nhommarath
1341 Ubon Ratchthani
1329 Vientiane
1328 Hanoi
1306 Luang Prabang
1326 Haiphong
1081 Largeau
1082 Tibesti
1083 Agadez
WLL Wallonia 52 Mons 53 Valenciennes
65 Namur
68 Liège C
YUG Yugoslavia 380 Ljubljana
459 Maribor
455 Bjelovar
454 Osijek C
453 Belgrade
382 Zagreb
381 Rijeka
383 Banja Luka
384 Split
385 Zenica
386 Sarajevo
387 Mostar
388 Dubrovnik
389 Podgorica
451 Novi Pazar
452 Uzice
418 Nis
415 Pristina
493 Novi Sad
494 Zrenjanin
413 Skopje
414 Stip

European Soviets Strategy

gerneral strategy(abyss)

In this game your gonna have to think fast you need defences so first proitey is start reshearing 36 infantry and tanks and the normal industry then you dont wont to wait for 36 infantry nor the you want 18 infanrty so get some miltia and transports,miltia so you have some defence and transports to transport your army to defend you european holiding`s. shortly after the game begins roma will ask to join you allince accept you need all the help you can get accept all of the reqeusts for the alliance because every game the same nations will want to join your allince because of there govement type plus eventually everyone will be at war in some point. so once you get better tanks and infantry start producing all that you can make more infantry then tanks and make sure you have a plan to get to berlin since prussia will more than likly be you first enemy,when the war starts take it slow your in no rush but as soon as roma starts geting more terioutry move fast your goal is beriln because if you get that you will be able to annex pruissa after it has no victory points left thus giving you the best tech teams in the game the german tech team so you will then have a really good set of tech teams. after that your only goal will probaly be protect your borders and finish off the axis.

(extra) always protect all of your border becasue like i said every onre will be at war at some point so have defence because all it takes is your ally to dow on a nation bodering you and you to have no defence when i play roma dow on bourdon so be ready for the unexpeced.

Event Cheats


For those of you who don't mind cheating, Here's a little event to help give your country a little "Boost". Be warned, This will produce multiplayer compatability errors and might be overwritten upon updating to a new patch.

event = {
	id = 3299
	random = no

	name = "Hoi2 Wiki Cheat Event!"
	desc = "Praise be to the Wiki! For it shall cleanse our souls and give us the ability to wage war!"
	style = 0

	action_a = {
		name = "It's Rafikilicious"
		# As of 1.2, It's even easier to create cheating events. 
		# Just add this to an event file and fire it manually as many times as you want.
		command = { type = free_ic value = 100 } #+100 offmap IC production
		command = { type = free_energy value = 250 } #Free offmap resource production
		command = { type = free_metal value = 120 }
		command = { type = free_oil value = 50 }
		command = { type = free_rare_materials value = 75 }
		command = { type = construct which = infrastructure where = -1 value = 100 } #Free Infra to 5 random provinces
		command = { type = construct which = infrastructure where = -1 value = 100 }
		command = { type = construct which = infrastructure where = -1 value = 100 }
		command = { type = construct which = infrastructure where = -1 value = 100 }
		command = { type = construct which = infrastructure where = -1 value = 100 }
		command = { type = supplies value = 5000 } # Free stuff
		command = { type = oilpool value = 5000 }
		command = { type = metalpool value = 5000 }
		command = { type = energypool value = 5000 }
		command = { type = rarematerialspool value = 5000 }
		command = { type = manpowerpool value = 5000 }
		command = { type = money value = 5000 }
		command = { type = research_mod value = 5000 } #Quicker Research
		}
}

Here's some more cheats! Remember to check if the event ID:s are unused.

#########################################################################
# Cheats, written by A Swede
#########################################################################
# 80000 - 80099 Military doctrines, -modifiers etc.
# 80100 - 80199 Industrial, production, resource, TC etc.
# 80200 - 80299 Misc.
#
#
#########################################################################

event = {
	id = 80000
	random = yes

	name = "Repair"
	desc = "Our engineers have developed better methods for repairs."
	picture = "coastal_fort"
	style = 0

	action_a = {
		name = "Excellent!"
		ai_chance = 0
		command = { type = repair_mod value = 10 }
	}
	action_b = {
		name = "DO NOT WANT"
		ai_chance = 100
		command = { }
	}
}

event = {
	id = 80001
	random = yes

	name = "Command Efficiency"
	desc = "Our generals have developed better methods for leading and managing our armies."
	picture = "ger_surrender"
	style = 0

	action_a = {
		name = "Excellent!"
		ai_chance = 0
		command = { type = speed which = hq value = 2 }
		command = { type = hq_supply_eff value = 2 }
		command = { type = sce_frequency value = 0.5 }
	}
	action_b = {
		name = "DO NOT WANT"
		ai_chance = 100
		command = { }
	}
}

event = {
	id = 80002
	random = yes

	name = "New Tactical Methods"
	desc = "Our generals have developed new ideas and principles on tactics."
	picture = "german_reinforcment_5"
	style = 0

	action_a = {
		name = "Excellent!"
		ai_chance = 0
		command = { type = ambush value = 10 }
		command = { type = breakthrough value = 30 }
		command = { type = encirclement value = 10 }
		command = { type = tactical_withdrawal value = 30 }
	}
	action_b = {
		name = "DO NOT WANT"
		ai_chance = 100
		command = { }
	}
}

event = {
	id = 80003
	random = yes

	name = "Generals establish new defensive tactics"
	desc = "Our most skilled generals have developed new methods and principles which will greatly improve our armies defensive capabilities."
	picture = "german_reinforcment_5"
	style = 0

	action_a = {
		name = "Excellent!"
		ai_chance = 0
		command = { type = ground_def_eff value = 1.0 }
		command = { type = counterattack value = 30 }
		command = { type = tactical_withdrawal value = 30 }
		command = { type = surprise which = land value = 75 }
		command = { type = army_detection which = them value = -40 }
		command = { type = intelligence which = us value = 75 }
		command = { type = army_detection which = us value = 75 }
		
		command = { type = night_defense which = infantry value = 80 }
		command = { type = night_defense which = paratrooper value = 80 }
		command = { type = night_defense which = marine value = 80 }
		command = { type = night_defense which = bergsjaeger value = 80 }
		command = { type = night_defense which = armor value = 80 }
		command = { type = night_defense which = militia value = 80 }
		command = { type = night_defense which = garrison value = 80 }
		command = { type = night_defense which = motorized value = 80 }
		command = { type = night_defense which = mechanized value = 80 }
		
		command = { type = hill_defense which = infantry value = 40 }
		command = { type = hill_defense which = paratrooper value = 40 }
		command = { type = hill_defense which = marine value = 40 }
		command = { type = hill_defense which = bergsjaeger value = 40 }
		command = { type = hill_defense which = armor value = 40 }
		command = { type = hill_defense which = militia value = 40 }
		command = { type = hill_defense which = garrison value = 40 }
		command = { type = hill_defense which = motorized value = 40 }
		command = { type = hill_defense which = mechanized value = 40 }
		
		command = { type = forest_defense which = infantry value = 40 }
		command = { type = forest_defense which = paratrooper value = 40 }
		command = { type = forest_defense which = marine value = 40 }
		command = { type = forest_defense which = bergsjaeger value = 40 }
		command = { type = forest_defense which = armor value = 40 }
		command = { type = forest_defense which = militia value = 40 }
		command = { type = forest_defense which = garrison value = 40 }
		command = { type = forest_defense which = motorized value = 40 }
		command = { type = forest_defense which = mechanized value = 40 }
		
	}

	action_b = {
		name = "DO NOT WANT"
		ai_chance = 100
		command = { }
	}
}

event = {
	id = 80004
	random = yes

	name = "Military geniuses"
	desc = "We've recently discovered some military geniuses among the officer corps!"
	picture = "coastal_fort"
	style = 0

	action_a = {
		name = "Excellent!"
		ai_chance = 0
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }
		command = { type = set_leader_skill which = -1 value = 9 }

	}
	action_b = {
		name = "DO NOT WANT"
		ai_chance = 100
		command = { }
	}
}


#command = { type = speed_cap_art which = infantry value = 1 }
#command = { type = speed_cap_art which = paratrooper value = 1 }
#command = { type = speed_cap_art which = marine value = 1 }
#command = { type = speed_cap_art which = bergsjaeger value = 1 }
#command = { type = speed_cap_art which = motorized value = 1 }

#########################################################################
#80100 - 80199 Industrial, production, resource, etc.
#########################################################################

event = {
	id = 80100
	random = yes

	name = "Great Industrial Leap"
	desc = "We are ready to take measures and expand our nations industry greatly."
	picture = "factory"
	style = 0

	action_a = {
		name = "Great Industrial Leap"
		ai_chance = 0
		command = { type = construct which = ic where = -4 value = 3 }
		command = { type = construct which = ic where = -4 value = 3 }
		command = { type = construct which = ic where = -4 value = 3 }
		command = { type = construct which = ic where = -4 value = 3 }
		command = { type = construct which = ic where = -4 value = 3 }
		command = { type = construct which = ic where = -4 value = 3 }
		command = { type = construct which = ic where = -4 value = 3 }
		command = { type = construct which = ic where = -4 value = 3 }
		command = { type = construct which = ic where = -4 value = 3 }
		command = { type = construct which = ic where = -4 value = 3 }
	}
	action_b = {
		name = "DO NOT WANT"
		ai_chance = 100
		command = { }
	}
}

event = {
	id = 80101
	random = yes

	name = "Advanced Industry"
	desc = "The industry of the nation will now be more efficient due to new technology"
	picture = "economy"
	style = 0

	action_a = {
		name = "Industrial Advancements"
		ai_chance = 0
		command = { type = industrial_modifier which = total value = 20 }
	}

	action_b = {
		name = "DO NOT WANT"
		ai_chance = 100
		command = { }
	}
}

event = {
	id = 80102
	random = yes

	name = "Small Arms & Vehicle Production Efficiency"
	desc = "Our engineers have shortened the production time for land divisions and material."
	picture = "german_reinforcment_4"
	style = 0

	action_a = {
		name = "Excellent!"
		ai_chance = 0
		command = { type = build_time which = armor when = now where = relative value = -90 }
        command = { type = build_time which = light_armor when = now where = relative value = -90 }
		command = { type = build_time which = infantry when = now where = relative value = -50 }
		command = { type = build_time which = cavalry when = now where = relative value = -50 }
		command = { type = build_time which = militia when = now where = relative value = -50 }
		command = { type = build_time which = garrison when = now where = relative value = -50 }
		command = { type = build_time which = paratrooper when = now where = relative value = -70 }
		command = { type = build_time which = bergsjaeger when = now where = relative value = -70 }
		command = { type = build_time which = mechanized when = now where = relative value = -60 }
		command = { type = build_time which = motorized when = now where = relative value = -60 }
		command = { type = build_time which = hq when = now where = relative value = -80 }
		command = { type = build_time which = marine when = now where = relative value = -70 }     #Brigades below
		command = { type = build_time which = anti_tank when = now where = relative value = -50 }
		command = { type = build_time which = anti_air when = now where = relative value = -50 }
		command = { type = build_time which = artillery when = now where = relative value = -50 }
		command = { type = build_time which = rocket_artillery when = now where = relative value = -50 }
		command = { type = build_time which = police when = now where = relative value = -50 }
		command = { type = build_time which = engineer when = now where = relative value = -50 }
		command = { type = build_time which = light_armor_brigade when = now where = relative value = -50 }
		command = { type = build_time which = armored_car when = now where = relative value = -50 }
		command = { type = build_time which = heavy_armor when = now where = relative value = -100 }
		command = { type = build_time which = super_heavy_armor when = now where = relative value = -100 }
		command = { type = build_time which = tank_destroyer when = now where = relative value = -70 }
		command = { type = build_time which = sp_artillery when = now where = relative value = -70 }
		command = { type = build_time which = sp_rct_artillery when = now where = relative value = -70 }
	}
	action_b = {
		name = "DO NOT WANT"
		ai_chance = 100
		command = { }
	}
}

event = {
	id = 80103
	random = yes
	name = "Vehicles and small arms cost decrease"
	desc = "Our nations engineers have developed new technologies and methods to reduce the cost for vehicles and small arms"
	picture = "scientist"
	style = 0

	action_a = {
		name = "Great"
		ai_chance = 0
		command = { type = build_cost which = armor value = -10 }
		command = { type = build_cost which = light_armor value = -7 }
		command = { type = build_cost which = infantry value = -2 }
		command = { type = build_cost which = cavalry value = -5 }
		command = { type = build_cost which = paratrooper value = -5 }
		command = { type = build_cost which = bergsjaeger value = -5 }
		command = { type = build_cost which = marine value = -5 }
		command = { type = build_cost which = mechanized value = -9 }
		command = { type = build_cost which = motorized value = -8 }
		command = { type = build_cost which = hq value = -10 }
	}
	action_b = {
		name = "DO NOT WANT"
		ai_chance = 100
		command = { }
	}
}

event = {
	id = 80104
	random = yes

	name = "Naval Production Efficiency"
	desc = "Our engineers have shortened the production time for naval vessels"
	picture = "american_ships_in_dock"
	style = 0

	action_a = {
		name = "Excellent!"
		ai_chance = 0
		command = { type = build_time which = battlecruiser when = now where = relative value = -70 }
		command = { type = build_time which = battleship when = now where = relative value = -80 }
		command = { type = build_time which = carrier when = now where = relative value = -90 }
		command = { type = build_time which = escort_carrier when = now where = relative value = -80 }
		command = { type = build_time which = destroyer when = now where = relative value = -70 }
		command = { type = build_time which = heavy_cruiser when = now where = relative value = -90 }
		command = { type = build_time which = light_cruiser when = now where = relative value = -80 }
		command = { type = build_time which = submarine when = now where = relative value = -70 }
		command = { type = build_time which = nuclear_submarine when = now where = relative value = -80 }
		command = { type = build_time which = transport when = now where = relative value = -50 }
		command = { type = convoy_prod_mod which = transports value = 40 }
		command = { type = convoy_prod_mod which = escorts value = 40 }
	}
	action_b = {
		name = "DO NOT WANT"
		ai_chance = 100
		command = { }
	}
}

event = {
	id = 80105
	random = yes

	name = "Aircraft Production Efficiency"
	desc = "Our engineers have shortened the production time for airplanes"
	picture = "german_air_reinforcments"
	style = 0

	action_a = {
		name = "Excellent!"
		ai_chance = 0
		command = { type = build_time which = interceptor when = now where = relative value = -60 }
		command = { type = build_time which = multi_role when = now where = relative value = -60 }
		command = { type = build_time which = escort when = now where = relative value = -60 }
		command = { type = build_time which = cas when = now where = relative value = -60 }
		command = { type = build_time which = naval_bomber when = now where = relative value = -60 }
		command = { type = build_time which = strategic_bomber when = now where = relative value = -70 }
		command = { type = build_time which = tactical_bomber when = now where = relative value = -60 }
		command = { type = build_time which = transport_plane when = now where = relative value = -80 }
		command = { type = build_time which = cag when = now where = relative value = -60 }
	}
	action_b = {
		name = "DO NOT WANT"
		ai_chance = 100
		command = { }
	}
}

event = {
	id = 80106
	random = yes
	name = "Aircraft cost decrease"
	desc = "Our nations engineers have developed new technologies and methods to reduce the cost for aircrafts"
	picture = "scientist"
	style = 0

	action_a = {
		name = "Great"
		ai_chance = 0
		command = { type = build_cost which = interceptor value = -4 }
		command = { type = build_cost which = multi_role value = -4 }
		command = { type = build_cost which = cas value = -2 }
		command = { type = build_cost which = naval_bomber value = -8 }
		command = { type = build_cost which = strategic_bomber value = -9 }
		command = { type = build_cost which = tactical_bomber value = -8 }
		command = { type = build_cost which = transport_plane value = -14 }
		command = { type = build_cost which = cag value = -1 }
		command = { type = build_cost which = escort value = -1 }
	}
	action_b = {
		name = "DO NOT WANT"
		ai_chance = 100
		command = { }
	}
}

event = {
	id = 80107
	random = yes

	name = "Construction Efficiency"
	desc = "The nations great engineers has managed to develop much more efficient construction methods."
	picture = "factory"
	style = 0

	action_a = {
		name = "Excellent!"
		ai_chance = 0
		command = { type = building_prod_mod which = ic value = 75 }
		command = { type = building_prod_mod which = infrastructure value = 75 }
		command = { type = building_prod_mod which = rocket_test value = 75 }
		command = { type = building_prod_mod which = nuclear_reactor value = 75 }
		command = { type = building_prod_mod which = coastal_fort value = 75 }
		command = { type = building_prod_mod which = land_fort value = 75 }
		command = { type = building_prod_mod which = flak value = 75 }
		command = { type = building_prod_mod which = air_base value = 75 }
		command = { type = building_prod_mod which = naval_base value = 75 }
		command = { type = building_prod_mod which = radar_station value = 75 }
	}
	action_b = {
		name = "DO NOT WANT"
		ai_chance = 100
		command = { }
	}
}


event = {
	id = 80108
	random = yes

	name = "Increase In Transport Capacity"
	desc = "Our efforts to increase our transport capacity have yielded results!"
	picture = "transfer"
	style = 0

	action_a = {
		name = "Excellent!"
		ai_chance = 0
		command = { type = extra_tc value = 800 }
	}
	action_b = {
		name = "DO NOT WANT"
		ai_chance = 100
		command = { }
	}
}

event = {
	id = 80109
	random = yes

	name = "Better Logistics In Occupied Land."
	desc = "Our generals have developed new methods for reducing the drain of partisan activity on TC."
	picture = "transfer"
	style = 0

	action_a = {
		name = "Excellent!"
		ai_chance = 0
		command = { type = tc_occupied_mod value = 70 }
	}
	action_b = {
		name = "DO NOT WANT"
		ai_chance = 100
		command = { }
	}
}

event = {
	id = 80110
	random = yes

	name = "Scientist movement"
	desc = "Our efforts to spur research have paid off!"
	picture = "scientist"
	style = 0

	action_a = {
		name = "Excellent!"
		ai_chance = 0
		command = { type = research_mod value = 1000 }
	}
	action_b = {
		name = "DO NOT WANT"
		ai_chance = 100
		command = { }
	}
}

event = {
	id = 80111
	random = yes

	name = "Population Growth"
	desc = "Our efforts to spur population growth have paid off!"
	picture = "youth_movment"
	style = 0

	action_a = {
		name = "Excellent!"
		ai_chance = 0
		command = { type = relative_manpower value = 40 }
	}
	action_b = {
		name = "DO NOT WANT"
		ai_chance = 100
		command = { }
	}
}

event = {
	id = 80112
	random = yes

	name = "Population Increase"
	desc = "The demographics charts looks very good indeed!"
	picture = "eastern_europe"
	style = 0

	action_a = {
		name = "Excellent!"
		ai_chance = 0
		command = { type = province_manpower which = -3 value = 19 }
		command = { type = province_manpower which = -1 value = 18 }
		command = { type = province_manpower which = -1 value = 18 }
		command = { type = province_manpower which = -1 value = 18 }
		command = { type = province_manpower which = -1 value = 19 }
		command = { type = province_manpower which = -1 value = 18 }
		command = { type = province_manpower which = -1 value = 18 }
		command = { type = province_manpower which = -1 value = 18 }
		command = { type = province_manpower which = -1 value = 18 }
		command = { type = province_manpower which = -1 value = 19 }
	}
	action_b = {
		name = "DO NOT WANT"
		ai_chance = 100
		command = { }
	}
}

event = {
	id = 80113
	random = yes

	name = "Supply Production"
	desc = "Our industrialists, engineers and generals have joined forces and come up with methods for producing supplies much more efficiently!"
	picture = "american_supplies"
	style = 0

	action_a = {
		name = "Excellent!"
		ai_chance = 0
		command = { type = industrial_modifier which = supplies value = 75 }
	}
	action_b = {
		name = "DO NOT WANT"
		ai_chance = 100
		command = { }
	}
}

event = {
	id = 80114
	random = yes

	name = "Resource Production"
	desc = "We've discovered completely new sources of rescources!"
	picture = "siberia"
	style = 0

	action_a = {
		name = "Excellent!"
		ai_chance = 0
		command = { type = free_energy value = 800 }
		command = { type = free_metal value = 600 }
		command = { type = free_rare_materials value = 250 }
		command = { type = free_oil value = 750 }
		command = { type = free_supplies value = 800 }
		command = { type = free_money value = 100 }
	}
	action_b = {
		name = "DO NOT WANT"
		ai_chance = 100
		command = { }
	}
}



#########################################################################
#80200 - 80299 Misc.
#########################################################################

event = {
	id = 80200
	random = yes
	name = "Dissent reduced"
	desc = "Our steps towards quelling the national dissent has been very sucessful!"
	picture = "gulag"
	style = 0

	action_a = {
		name = "Great"
		ai_chance = 0
		command = { type = dissent value = -25 }
	}
	action_b = {
		name = "DO NOT WANT"
		ai_chance = 100
		command = { }
	}
}

event = {
	id = 80201
	random = yes
	name = "Peace Conference"
	desc = "We have recently held an peace conference with all the nations concerned about peace in our part of the world. The conference was an sucess and our nation seems much less beliggerent now."
	picture = "constitutional"
	style = 0

	action_a = {
		name = "Great"
		ai_chance = 0
		command = { type = belligerence value = -25 }
	}
	action_b = {
		name = "DO NOT WANT"
		ai_chance = 100
		command = { }
	}
}

Also one event for all Blueprints


##################################################  #################################
#
#       Blueprints
#
##################################################  ###################################
event = {
	id = 3295
	random = no
	

	name = "Theoritical Breakthrough"
	desc = "Everyone has a bright idea!"
	style = 0

	action_a = {
		name = "Patent office goes wild!"

command = { type = gain_tech which = 1010}
command = { type = gain_tech which = 1020}
command = { type = gain_tech which = 1030}
command = { type = gain_tech which = 1040}
command = { type = gain_tech which = 1050}
command = { type = gain_tech which = 1060}
command = { type = gain_tech which = 1070}
command = { type = gain_tech which = 1080}
command = { type = gain_tech which = 1090}
command = { type = gain_tech which = 1100}
command = { type = gain_tech which = 1110}
command = { type = gain_tech which = 1120}
command = { type = gain_tech which = 1130}
command = { type = gain_tech which = 1140}
command = { type = gain_tech which = 1150}
command = { type = gain_tech which = 1160}
command = { type = gain_tech which = 1170}
command = { type = gain_tech which = 1180}
command = { type = gain_tech which = 1190}
command = { type = gain_tech which = 1200}
command = { type = gain_tech which = 1210}
command = { type = gain_tech which = 1220}
command = { type = gain_tech which = 1230}
command = { type = gain_tech which = 1240}
command = { type = gain_tech which = 1250}
command = { type = gain_tech which = 1260}
command = { type = gain_tech which = 1270}
command = { type = gain_tech which = 1280}
command = { type = gain_tech which = 1290}
command = { type = gain_tech which = 1300}
command = { type = gain_tech which = 1310}
command = { type = gain_tech which = 1320}
command = { type = gain_tech which = 1330}
command = { type = gain_tech which = 1340}
command = { type = gain_tech which = 1350}
command = { type = gain_tech which = 1360}
Command = { type = gain_tech which = 2010}
Command = { type = gain_tech which = 2020}
Command = { type = gain_tech which = 2030}
Command = { type = gain_tech which = 2040}
Command = { type = gain_tech which = 2050}
Command = { type = gain_tech which = 2060}
Command = { type = gain_tech which = 2070}
Command = { type = gain_tech which = 2080}
Command = { type = gain_tech which = 2090}
Command = { type = gain_tech which = 2100}
Command = { type = gain_tech which = 2110}
Command = { type = gain_tech which = 2120}
Command = { type = gain_tech which = 2130}
Command = { type = gain_tech which = 2140}
Command = { type = gain_tech which = 2150}
Command = { type = gain_tech which = 2160}
Command = { type = gain_tech which = 2170}
Command = { type = gain_tech which = 2180}
Command = { type = gain_tech which = 2190}
Command = { type = gain_tech which = 2200}
Command = { type = gain_tech which = 2210}
Command = { type = gain_tech which = 2220}
Command = { type = gain_tech which = 2230}
Command = { type = gain_tech which = 2240}
Command = { type = gain_tech which = 2250}
Command = { type = gain_tech which = 2260}
Command = { type = gain_tech which = 2270}
Command = { type = gain_tech which = 2280}
Command = { type = gain_tech which = 2290}
Command = { type = gain_tech which = 2300}
Command = { type = gain_tech which = 2310}
Command = { type = gain_tech which = 2320}
Command = { type = gain_tech which = 2330}
Command = { type = gain_tech which = 2340}
Command = { type = gain_tech which = 2350}
Command = { type = gain_tech which = 2360}
Command = { type = gain_tech which = 2370}
Command = { type = gain_tech which = 2380}
Command = { type = gain_tech which = 2390}
Command = { type = gain_tech which = 2400}
Command = { type = gain_tech which = 2410}
Command = { type = gain_tech which = 2420}
Command = { type = gain_tech which = 2430}
Command = { type = gain_tech which = 2440}
Command = { type = gain_tech which = 2450}
Command = { type = gain_tech which = 2460}
Command = { type = gain_tech which = 2470}
Command = { type = gain_tech which = 2480}
Command = { type = gain_tech which = 2490}
Command = { type = gain_tech which = 2500}
Command = { type = gain_tech which = 2510}
Command = { type = gain_tech which = 2520}
Command = { type = gain_tech which = 2530}
Command = { type = gain_tech which = 2540}
Command = { type = gain_tech which = 3010}
Command = { type = gain_tech which = 3020}
Command = { type = gain_tech which = 3030}
Command = { type = gain_tech which = 3040}
Command = { type = gain_tech which = 3050}
Command = { type = gain_tech which = 3060}
Command = { type = gain_tech which = 3070}
Command = { type = gain_tech which = 3080}
Command = { type = gain_tech which = 3090}
Command = { type = gain_tech which = 3100}
Command = { type = gain_tech which = 3110}
Command = { type = gain_tech which = 3120}
Command = { type = gain_tech which = 3130}
Command = { type = gain_tech which = 3140}
Command = { type = gain_tech which = 3150}
Command = { type = gain_tech which = 3160}
Command = { type = gain_tech which = 3170}
Command = { type = gain_tech which = 3180}
Command = { type = gain_tech which = 3190}
Command = { type = gain_tech which = 3200}

Command = { type = gain_tech which = 3210}
Command = { type = gain_tech which = 3220}
Command = { type = gain_tech which = 3230}
Command = { type = gain_tech which = 3240}
Command = { type = gain_tech which = 3250}
Command = { type = gain_tech which = 3260}
Command = { type = gain_tech which = 3270}
Command = { type = gain_tech which = 3280}
Command = { type = gain_tech which = 3290}
Command = { type = gain_tech which = 3300}
Command = { type = gain_tech which = 3310}
Command = { type = gain_tech which = 3320}
Command = { type = gain_tech which = 3330}
Command = { type = gain_tech which = 3340}
Command = { type = gain_tech which = 3350}
Command = { type = gain_tech which = 3360}
Command = { type = gain_tech which = 3370}
Command = { type = gain_tech which = 3380}
Command = { type = gain_tech which = 3390}
Command = { type = gain_tech which = 3400}
Command = { type = gain_tech which = 3410}
Command = { type = gain_tech which = 3420}
Command = { type = gain_tech which = 3430}
Command = { type = gain_tech which = 3440}
Command = { type = gain_tech which = 3450}
Command = { type = gain_tech which = 3460}
command = { type = gain_tech which = 4010}
command = { type = gain_tech which = 4020}
Command = { type = gain_tech which = 4030}
Command = { type = gain_tech which = 4040}
Command = { type = gain_tech which = 4050}
Command = { type = gain_tech which = 4060}
Command = { type = gain_tech which = 4070}
Command = { type = gain_tech which = 4080}
Command = { type = gain_tech which = 4090}
Command = { type = gain_tech which = 4100}
Command = { type = gain_tech which = 4110}
Command = { type = gain_tech which = 4120}
Command = { type = gain_tech which = 4130}
Command = { type = gain_tech which = 4140}
Command = { type = gain_tech which = 4150}
Command = { type = gain_tech which = 4160}
Command = { type = gain_tech which = 4170}
Command = { type = gain_tech which = 4180}
Command = { type = gain_tech which = 4190}
Command = { type = gain_tech which = 4200}
Command = { type = gain_tech which = 4210}
Command = { type = gain_tech which = 4220}
Command = { type = gain_tech which = 4230}
Command = { type = gain_tech which = 4240}
Command = { type = gain_tech which = 4250}
Command = { type = gain_tech which = 4260}
Command = { type = gain_tech which = 4270}
Command = { type = gain_tech which = 4280}
command = { type = gain_tech which = 5010}
command = { type = gain_tech which = 5020}
command = { type = gain_tech which = 5030}
command = { type = gain_tech which = 5040}
command = { type = gain_tech which = 5050}
command = { type = gain_tech which = 5060}
command = { type = gain_tech which = 5070}
command = { type = gain_tech which = 5080}
command = { type = gain_tech which = 5090}
command = { type = gain_tech which = 5100}
command = { type = gain_tech which = 5110}
command = { type = gain_tech which = 5120}
command = { type = gain_tech which = 5130}
command = { type = gain_tech which = 5140}
command = { type = gain_tech which = 5150}
command = { type = gain_tech which = 5160}
command = { type = gain_tech which = 5170}
command = { type = gain_tech which = 5180}
command = { type = gain_tech which = 5190}
command = { type = gain_tech which = 5200}
command = { type = gain_tech which = 5210}
command = { type = gain_tech which = 5220}
command = { type = gain_tech which = 5230}
command = { type = gain_tech which = 5240}
command = { type = gain_tech which = 5310}
command = { type = gain_tech which = 5320}
command = { type = gain_tech which = 5330}
command = { type = gain_tech which = 5340}
command = { type = gain_tech which = 5350}
command = { type = gain_tech which = 5360}
command = { type = gain_tech which = 5370}
command = { type = gain_tech which = 5380}
command = { type = gain_tech which = 5390}
command = { type = gain_tech which = 5400}
command = { type = gain_tech which = 5410}
command = { type = gain_tech which = 5420}
command = { type = gain_tech which = 5430}
command = { type = gain_tech which = 5440}
command = { type = gain_tech which = 5450}
command = { type = gain_tech which = 5460}
command = { type = gain_tech which = 5470}
command = { type = gain_tech which = 5480}
command = { type = gain_tech which = 5490}
command = { type = gain_tech which = 5500}
command = { type = gain_tech which = 5510}
command = { type = gain_tech which = 5520}
command = { type = gain_tech which = 5530}
command = { type = gain_tech which = 5540}
command = { type = gain_tech which = 5550}
command = { type = gain_tech which = 5560}
command = { type = gain_tech which = 5570}
command = { type = gain_tech which = 5580}
command = { type = gain_tech which = 5590}
command = { type = gain_tech which = 6010}
command = { type = gain_tech which = 6020}
command = { type = gain_tech which = 6030}
command = { type = gain_tech which = 6040}
command = { type = gain_tech which = 6050}
command = { type = gain_tech which = 6060}
command = { type = gain_tech which = 6070}
command = { type = gain_tech which = 6080}
command = { type = gain_tech which = 6090}
command = { type = gain_tech which = 6100}
command = { type = gain_tech which = 6110}
command = { type = gain_tech which = 6120}
command = { type = gain_tech which = 6130}
command = { type = gain_tech which = 6140}
command = { type = gain_tech which = 6150}
command = { type = gain_tech which = 6160}
command = { type = gain_tech which = 6170}
command = { type = gain_tech which = 6180}
command = { type = gain_tech which = 6190}
command = { type = gain_tech which = 6200}
command = { type = gain_tech which = 6210}
command = { type = gain_tech which = 6220}
command = { type = gain_tech which = 6230}
command = { type = gain_tech which = 6240}
command = { type = gain_tech which = 6250}
command = { type = gain_tech which = 6260}
command = { type = gain_tech which = 6270}
command = { type = gain_tech which = 6280}
command = { type = gain_tech which = 6290}
command = { type = gain_tech which = 6300}
command = { type = gain_tech which = 6310}
command = { type = gain_tech which = 6320}
command = { type = gain_tech which = 6330}
command = { type = gain_tech which = 6340}
command = { type = gain_tech which = 6350}
command = { type = gain_tech which = 6360}
command = { type = gain_tech which = 6370}
command = { type = gain_tech which = 7010}
command = { type = gain_tech which = 7020}
command = { type = gain_tech which = 7030}
command = { type = gain_tech which = 7040}
command = { type = gain_tech which = 7050}
command = { type = gain_tech which = 7060}
command = { type = gain_tech which = 7070}
command = { type = gain_tech which = 7080}
command = { type = gain_tech which = 7090}
command = { type = gain_tech which = 7100}
command = { type = gain_tech which = 7110}
command = { type = gain_tech which = 7120}
command = { type = gain_tech which = 7130}
command = { type = gain_tech which = 7140}
command = { type = gain_tech which = 7150}
command = { type = gain_tech which = 7160}
command = { type = gain_tech which = 7170}
command = { type = gain_tech which = 7180}
command = { type = gain_tech which = 7190}
command = { type = gain_tech which = 7200}
command = { type = gain_tech which = 7210}
command = { type = gain_tech which = 7220}
command = { type = gain_tech which = 7230}
command = { type = gain_tech which = 7240}
command = { type = gain_tech which = 7260}
command = { type = gain_tech which = 7270}
command = { type = gain_tech which = 7280}
command = { type = gain_tech which = 7290}
command = { type = gain_tech which = 8000}
command = { type = gain_tech which = 8010}
command = { type = gain_tech which = 8010}
command = { type = gain_tech which = 8020}
command = { type = gain_tech which = 8030}
command = { type = gain_tech which = 8040}
command = { type = gain_tech which = 8050}
command = { type = gain_tech which = 8060}
command = { type = gain_tech which = 8070}
command = { type = gain_tech which = 8080}
command = { type = gain_tech which = 8090}
command = { type = gain_tech which = 8100}
command = { type = gain_tech which = 8110}
command = { type = gain_tech which = 8120}
command = { type = gain_tech which = 8130}
command = { type = gain_tech which = 8140}
command = { type = gain_tech which = 8150}
command = { type = gain_tech which = 8160}
command = { type = gain_tech which = 8170}
command = { type = gain_tech which = 8180}
command = { type = gain_tech which = 8190}
command = { type = gain_tech which = 8200}
command = { type = gain_tech which = 8210}
command = { type = gain_tech which = 8220}
command = { type = gain_tech which = 8230}
command = { type = gain_tech which = 8240}
command = { type = gain_tech which = 8250}
command = { type = gain_tech which = 8260}
command = { type = gain_tech which = 8270}
command = { type = gain_tech which = 8280}
command = { type = gain_tech which = 8290}
command = { type = gain_tech which = 8300}
command = { type = gain_tech which = 8310}
command = { type = gain_tech which = 8320}
command = { type = gain_tech which = 8330}
command = { type = gain_tech which = 8340}
command = { type = gain_tech which = 8350}
command = { type = gain_tech which = 9010}
command = { type = gain_tech which = 9020}
command = { type = gain_tech which = 9030}
command = { type = gain_tech which = 9040}
command = { type = gain_tech which = 9050}
command = { type = gain_tech which = 9060}
command = { type = gain_tech which = 9070}
command = { type = gain_tech which = 9080}
command = { type = gain_tech which = 9090}
command = { type = gain_tech which = 9100}
command = { type = gain_tech which = 9110}
command = { type = gain_tech which = 9120}
command = { type = gain_tech which = 9130}
command = { type = gain_tech which = 9140}
command = { type = gain_tech which = 9150}
command = { type = gain_tech which = 9160}
command = { type = gain_tech which = 9170}
command = { type = gain_tech which = 9180}
command = { type = gain_tech which = 9190}
command = { type = gain_tech which = 9200}
command = { type = gain_tech which = 9210}
command = { type = gain_tech which = 9220}
command = { type = gain_tech which = 9230}
command = { type = gain_tech which = 9240}
command = { type = gain_tech which = 9250}
command = { type = gain_tech which = 9260}
command = { type = gain_tech which = 9270}
command = { type = gain_tech which = 9280}
command = { type = gain_tech which = 9290}
command = { type = gain_tech which = 9300}
command = { type = gain_tech which = 9310}
command = { type = gain_tech which = 9320}
command = { type = gain_tech which = 9330}
command = { type = gain_tech which = 9340}
command = { type = gain_tech which = 9350}
command = { type = gain_tech which = 9360}
command = { type = gain_tech which = 9370}
command = { type = gain_tech which = 9380}
command = { type = gain_tech which = 9390}
command = { type = gain_tech which = 9400}
command = { type = gain_tech which = 9410}
command = { type = gain_tech which = 9420}
command = { type = gain_tech which = 9430}
command = { type = gain_tech which = 9440}
command = { type = gain_tech which = 9450}
command = { type = gain_tech which = 9460}

	}
}

Add the following for the techs added in doomsday


command = { type = gain_tech which = 17010}
command = { type = gain_tech which = 17000}
command = { type = gain_tech which = 15500}
command = { type = gain_tech which = 15000}
command = { type = gain_tech which = 15010}
command = { type = gain_tech which = 15020}
command = { type = gain_tech which = 15030}
command = { type = gain_tech which = 15040}
command = { type = gain_tech which = 15050}
command = { type = gain_tech which = 15060}
command = { type = gain_tech which = 15070}
command = { type = gain_tech which = 15080}
command = { type = gain_tech which = 15100}
command = { type = gain_tech which = 15110}
command = { type = gain_tech which = 15120}
command = { type = gain_tech which = 15130}
command = { type = gain_tech which = 15140}
command = { type = gain_tech which = 15150}
command = { type = gain_tech which = 15160}
command = { type = gain_tech which = 15170}
command = { type = gain_tech which = 15180}
command = { type = gain_tech which = 15190}
command = { type = gain_tech which = 11000}
command = { type = gain_tech which = 11010}
command = { type = gain_tech which = 11020}
command = { type = gain_tech which = 11030}
command = { type = gain_tech which = 11040}
command = { type = gain_tech which = 11050}
command = { type = gain_tech which = 11060}
command = { type = gain_tech which = 11070}
command = { type = gain_tech which = 11080}
command = { type = gain_tech which = 11090}
command = { type = gain_tech which = 13000}
command = { type = gain_tech which = 13010}
command = { type = gain_tech which = 13020}
command = { type = gain_tech which = 13030}
command = { type = gain_tech which = 13040}
command = { type = gain_tech which = 13050}
command = { type = gain_tech which = 13060}
command = { type = gain_tech which = 10000}
command = { type = gain_tech which = 10010}
command = { type = gain_tech which = 10020}
command = { type = gain_tech which = 10030}
command = { type = gain_tech which = 10040}
command = { type = gain_tech which = 10050}
command = { type = gain_tech which = 10060}
command = { type = gain_tech which = 10070}
command = { type = gain_tech which = 10080}
command = { type = gain_tech which = 10090}
command = { type = gain_tech which = 10100}
command = { type = gain_tech which = 10110}
command = { type = gain_tech which = 10120}
command = { type = gain_tech which = 14000}
command = { type = gain_tech which = 14010}
command = { type = gain_tech which = 14020}
command = { type = gain_tech which = 14030}
command = { type = gain_tech which = 14040}
command = { type = gain_tech which = 14050}
command = { type = gain_tech which = 14060}
command = { type = gain_tech which = 14070}
command = { type = gain_tech which = 14080}
command = { type = gain_tech which = 14090}
command = { type = gain_tech which = 14100}
command = { type = gain_tech which = 12000}
command = { type = gain_tech which = 12010}
command = { type = gain_tech which = 12020}
command = { type = gain_tech which = 12030}
command = { type = gain_tech which = 12040}
command = { type = gain_tech which = 12050}
command = { type = gain_tech which = 12060}
command = { type = gain_tech which = 12100}
command = { type = gain_tech which = 12110}
command = { type = gain_tech which = 12120}
command = { type = gain_tech which = 12130}
command = { type = gain_tech which = 12140}
command = { type = gain_tech which = 12150}
command = { type = gain_tech which = 16000}
command = { type = gain_tech which = 16010}
command = { type = gain_tech which = 16020}
command = { type = gain_tech which = 16030}
command = { type = gain_tech which = 18000}
command = { type = gain_tech which = 18010}

Cut production time of everything to one day. Has to be random to reverse it. If you get the event by random, just fire it again and click option B. Made by Haru yo koi (Fixed option B. and made option C by Ispanecabg)

event = {
id = 505000
random = yes
style = 0

name = "Cut Production Time"
desc = "Cheat event"

date = { day = 1 month = january year = 1936 }
offset = 0

action_a = {
name = "CUTDOWN"
ai_chance = 0
command = { type = build_time which = armor when = now where = relative value = -150 }
command = { type = build_time which = light_armor when = now where = relative value = -150 }
command = { type = build_time which = battlecruiser when = now where = relative value = -150 }
command = { type = build_time which = battleship when = now where = relative value = -150 }
command = { type = build_time which = carrier when = now where = relative value = -150 }
command = { type = build_time which = heavy_cruiser when = now where = relative value = -150 }
command = { type = build_time which = destroyer when = now where = relative value = -150 }
command = { type = build_time which = CAG when when = now where = relative value = -150 }
command = { type = build_time which = infantry when = now where = relative value = -150 }
command = { type = build_time which = CAS when = now where = relative value = -150 }
command = { type = build_time which = bergsjaeger when = now where = relative value = -150 }
command = { type = build_time which = cavalry when = now where = relative value = -150 }
command = { type = build_time which = escort when = now where = relative value = -150 }
command = { type = build_time which = flying_bomb when = now where = relative value = -150 }
command = { type = build_time which = flying_rocket when = now where = relative value = -150 }
command = { type = build_time which = garrison when = now where = relative value = -150 }
command = { type = build_time which = interceptor when = now where = relative value = -150 }
command = { type = build_time which = marine when = now where = relative value = -150 }
command = { type = build_time which = mechanized when = now where = relative value = -150 }
command = { type = build_time which = motorized when = now where = relative value = -150 }
command = { type = build_time which = naval_bomber when = now where = relative value = -150 }
command = { type = build_time which = paratrooper when = now where = relative value = -150 }
command = { type = build_time which = strategic_bomber when = now where = relative value = -150 }
command = { type = build_time which = tactical_bomber when = now where = relative value = -150 }
command = { type = build_time which = transport when = now where = relative value = -150 }
command = { type = build_time which = transport_plane when = now where = relative value = -150 }
command = { type = build_time which = engineer when = now where = relative value = -150 }
command = { type = build_time which = police when = now where = relative value = -150 }
command = { type = build_time which = anti_tank when = now where = relative value = -150 }
command = { type = build_time which = battleship when = now where = relative value = -150 }
command = { type = build_time which = hq now where when = now where = relative value = -150 }
command = { type = build_time which = sp_artillery when = now where = relative value = -150 }
command = { type = build_time which = sp_rct_artillery when = now where = relative value = -150 }
}
	action_b = {
		name = "Reverse."
                        ai_chance = 0
		command = { type = build_time which = armor when = now where = relative value = 150 }
command = { type = build_time which = light_armor when = now where = relative value = 150 }
command = { type = build_time which = battlecruiser when = now where = relative value = 150 }
command = { type = build_time which = battleship when = now where = relative value = 150 }
command = { type = build_time which = carrier when = now where = relative value = 150 }
command = { type = build_time which = heavy_cruiser when = now where = relative value = 150 }
command = { type = build_time which = destroyer when = now where = relative value = 150 }
command = { type = build_time which = CAG when when = now where = relative value = 150 }
command = { type = build_time which = infantry when = now where = relative value = 150 }
command = { type = build_time which = CAS when = now where = relative value = 150 }
command = { type = build_time which = bergsjaeger when = now where = relative value = 150 }
command = { type = build_time which = cavalry when = now where = relative value = 150 }
command = { type = build_time which = escort when = now where = relative value = 150 }
command = { type = build_time which = flying_bomb when = now where = relative value = 150 }
command = { type = build_time which = flying_rocket when = now where = relative value = 150 }
command = { type = build_time which = garrison when = now where = relative value = 150 }
command = { type = build_time which = interceptor when = now where = relative value = 150 }
command = { type = build_time which = marine when = now where = relative value = 150 }
command = { type = build_time which = mechanized when = now where = relative value = 150 }
command = { type = build_time which = motorized when = now where = relative value = 150 }
command = { type = build_time which = naval_bomber when = now where = relative value = 150 }
command = { type = build_time which = paratrooper when = now where = relative value = 150 }
command = { type = build_time which = strategic_bomber when = now where = relative value = 150 }
command = { type = build_time which = tactical_bomber when = now where = relative value = 150 }
command = { type = build_time which = transport when = now where = relative value = 150 }
command = { type = build_time which = transport_plane when = now where = relative value = 150 }
command = { type = build_time which = engineer when = now where = relative value = 150 }
command = { type = build_time which = police when = now where = relative value = 150 }
command = { type = build_time which = anti_tank when = now where = relative value = 150 }
command = { type = build_time which = battleship when = now where = relative value = 150 }
command = { type = build_time which = hq now where when = now where = relative value = 150 }
command = { type = build_time which = sp_artillery when = now where = relative value = 150 }
command = { type = build_time which = sp_rct_artillery when = now where = relative value = 150 }
	}
	action_c = {
		name = "No need of change"
		ai_chance = 100
		command = { }
	}
}

Event Commands


Triggers

Operators

Basic Event Parameters

Trigger Conditions

Generic

Tags related to people

Tags related to governments

Valid government types are "communist", "fascist" or "democratic".
Valid ideologies in are "nazi", "fascist", "paternal_autocrat", "social_conservative", "market_liberal", "social_liberal", "social_democrat", "left_wing_radical", "leninist" or "stalinist".
Valid domestic policy sliders to specify include "democratic", "political_left", "free_market", "freedom", "professional_army", "defense_lobby" or "interventionism". Values can range from 1 through 10 (not 0 through 9 as stated elsewhere). A higher values means that the slider is further to the left.
Armageddon 1.3 Beta 2, unlike domestic checks if a domestic policy can be changed normally and not by a specific value

Diplomatic condition checks

Technology condition checks

Condition flags

Province checks

Resource & Game values

Victory Points

Military unit condition checks

Commands

type = endgame value = [value]
The valid values that can be used in the [value] parameter include:
  • 0 = quit
  • 1 = eliminated
  • 2 = draw
  • 3 = axis victory
  • 4 = axis total vic
  • 5 = allies-victory
  • 6 = alliestotal
  • 7 = commie
  • 8 = commietotal
type = extra_tc value = [value]
Adds "off map" transport capacity to the nation which the event targets.


Diplomatic commands

type = alliance which = [ Nation Tag ]
Creates an alliance between the nation that the event targets and the nation signified in the [ Nation Tag ] parameter. if -1 is used, an alliance will be formed with a random nation.
type = inherit which = [ Nation Tag ]
Causes the nation that is triggering the event to completely take over the nation specified in the [ Nation Tag ] parameter. if -1 is used, the nation triggering the event will inherit a random nation.
type = country which = [ Nation Tag ]
Changes the tag of the country.
type = addcore which = [province id]
Adds the province specified to the core provinces of the nation that the event is running against.
type = removecore which = [province id]
Removes the claim that the country running the event has on the provence specified in [provence id].
type = secedeprovince which = [ Nation Tag ] value = [province id]
The nation which is running the event secedes a province specified in the province id to the nation specified in the Nation Tag parameter.
type = control which = [tag] value = [province id]
type = belligerence which = [country] value = X
No which field means "this country".
type = relation which = [country] value = X
Add X to the relation
type = set_relation which = [country] value = X
Set relation to X
type = peace which = [country tag] value = [0/1]
1 means separate peace - i.e. pull out of alliance. 0 is full peace, for the whole alliance.
type = war which = [country tag]
Create a war between the objective nation and the trigger one.
type = make_puppet which = [country tag]
Armageddon 1.3 Beta 2, changes cabinet and policy settings to match master
type = coup_nation which = [country tag]
The target nation suffers a coup of state
type = access which = [country tag]
Grant military access _to_ a country
type = independence which = [country tag] value = [0/1] when = [0/1]
value 0 - units in the area change allegiance, 1 - they don't. , when 0=normal, 1= force them to be democratic
type = end_access which = [country tag]
Revoke military access for nation
type = leave_alliance
The Nation that the event targets leaves the alliance.
type = end_non_aggression which = [country] where = [country]
End a non aggression pact between these countries
type = non_aggression which = [country] where = [country]
Create a non aggression pact between these countries
type = end_trades which = [country] where = [country]
End all trade agreements between these countries
type = end_guarantee which = [country] where = [country]
Country 1 no longer guarantees independence of country 2
type = guarantee which = [country] where = [country]
Country 1 now guarantees independence of country 2
Armageddon 1.3 Beta 2, costs/substracts money in commands
type = end_puppet
End puppet status
type = end_mastery which = [country tag]
End puppet mastery over another nation
Armageddon 1.3 Beta 2, does not cost/substract money in commands


Domestic

type = capital which = [province id]
Change the capital province of the nation that is running the event.
type = regime_falls
type = civil_war
Civil war with any possible revolter that has shared national provinces
type = civil_war which = [rebel country tag]
NOTE: This MUST be a tag which has regular_id set to this country, or vice versa. This can be seen in the scenario file.
type = dissent value = [value to add]
Positives values adds national dissent, and negatives subtracts it.
type = domestic which = [democratic/political_left/free_market/freedom/professional_army/defense_lobby/interventionism] value = X
Change a domestic policy by X
type = set_domestic which = [democratic/political_left/free_market/freedom/professional_army/defense_lobby/interventionism] value = X
Set a domestic policy to X
type = change_policy which = [democratic/political_left/free_market/freedom/professional_army/defense_lobby/interventionism] value = [+/- 1]
Change a domestic policy when it is possible
Armageddon 1.3 Beta 2, only changes policy when they are not locked, also sets new cooldown


Resources

type = resource which =[resource type] value = X
% of theoretical maximum daily production added to national resource pool.
type = supplies value = [value to add] where = [prov]
If no "where" field is used, it goes to the national pool.
type = [oilpool/metalpool/energypool/rarematerialspool] value = [value to add] where = [prov]
If no "where" field is used, it goes to the national pool.
type = money value = [value to add]
Take care with negative value for the AI, as the AI cannot annex countries while overdrafted, possibly disturbing the AI.
In Armageddon 1.3 Beta 2, exist a limit of 65,000 in a single command


Tech

type = steal_tech which = [country tag/-1 for random non-ally]
Steals a random tech. Results in a blueprint.
type = gain_tech which = [tech id/-1 for random tech/-2 for a random tech currently being researched]
Results in a blueprint, not a technology.
type = research_sabotaged
type = sleepteam which = [tech team id]
Makes this team unavailable (sets "start year" to 2001. Will complete current project though.)
type = waketeam which = [tech team id]
Makes this team available (sets "start year" to previous year.)


Event-connected

type = trigger which = [event id]
Immediately trigger the event specified by [event id]
type = sleepevent which = [event id]
This event is not going to happen (again in case of the persistent ones). Still can be triggered via console and sometimes by other events.
type = setflag which = [keyname]
Global flag, visible for all countries. (Visible means valid in event terms)
type = clrflag which = [keyname]
Global flag, visible for all countries.
type = local_setflag which = [keyname]
Local flag, visible only for this country.
type = local_clrflag which = [keyname]
Local flag, visible only for this country.


Victory commands

type = vp value = X
Offmap Victory Points
type = province_keypoints which = [province id/-1] value = [keypoints to add]
Adds value victory points to the selected province. Negatives values reduce it.


Warfare

type = ground_def_eff which = [value to add]
Affects defense capabilities of all units. The default value is 0.80
Armageddon 1.3 Beta 2, cannot be incremented in easy steps (+/- 0.01), has to be set as a complete value e.g. 0.97
type = set_leader_skill which = [leader id/-1] value = [new value]
Gives to the selected general the value skill.
type = manpowerpool value = [value to add]
Adds value manpower
type = relative_manpower value = [%]
Add a percentage of [yearly national manpower income ; 50] to the pool
type = allow_dig_in
Troops may now dig in
type = sleepminister which = [minister id/-1]
type = sleepleader which = [leader id/-1]
type = switch_allegiance which = [unit id type/-1] value = [unit id id]where = [country tag]
-1 is a random unit (value will be ignored).
type = delete_unit which = [unit id type/-1/-2/-3] value = [unit id id]
-1 is a random land unit (value will be ignored).
-2 is a random naval unit (value will be ignored).
-3 is a random air unit (value will be ignored).
type = ai which = [file name]
Switches the ai file of a country.
type = build_division which = [division type] value = [brigade type]
type = construct which = [building type] where = [prov id/-1/-4] value = [additional size]
-1 is random valid province.
-4 is random national province that already has a building of the same type of at least size 1.
type = add_corps which = [name] value = [land/air/naval] when = [leader ID] where = [province_ID]
type = activate_division which = [div id type] value = [div id id] [where = province] when = [0/1]
Activates a dormant division. If "when = 0" the division will deploy to the force pool if the target province is enemy controlled. If a preceding add_corps command has been used, the division will go to that unit, ignoring the 'when' and 'where' directives.
type = add_division which = [name] value = [div type] when = model where = [brigade type]
Brigade model is always the latest. If a preceding add_corps command has been used, the division will go to that unit, otherwise to the force pool.
type = remove_division which = [div id type/-1] value = [div id id]
Remove a division from the scenario. -1 is a random division (the value field will be ignored).
type = remove_division which = "Exact Name" value = [country tag]
Remove a named division from the scenario (for a certain country.)
type = damage_division which = [div id type/-1] value = [div id id] where = X
where = Percent of Max Strength. Negative value is strength gain.
type = disorg_division which = [div id type/-1] value = [div id id] where = X
where = Percent of Max Strength. Negative value is org gain.
type = allow_convoy_escorts
type = transport_pool which = [country] value = X
Adds/removes transports from pool
type = escort_pool which = [country] value = X
Adds/removes escorts from pool
type = peacetime_ic_mod value = X(%)
Additive, and ONLY applied when a country is at peace. Default base value is 100%.
type = convoy which = [startprov] value = [endprov] when = [resource_bits] 1=oil, 2=metal, 4=energy, 8=rare_materials, 16=supplies
type = deactivate which = [tech id]
Make this technology permanently unavailable for the country.
type = tc_mod value = X(%)
Modify National Transport Capacity. Positive value = good.
type = tc_occupied_mod value = X(%)
Modify Occupied Province Transport Capacity Drain. Positive value = good.
type = attrition_mod value = X(%)
Modify the Attrition Penalty. Positive value = good.
type = supply_dist_mod value = X(%)
Modify the Supply Distance Penalty. Positive value = good.
type = repair_mod value = X(%)
Modify Reinforcement Efficiency. Positive value = good.
type = research_mod value = X(%)
Modify research efficiency. Positive value = good.
type = scrap_model which = [div type] value = [model]
Make a model obsolete (no longer possible to build).
type = allow_building which = [building type]
Allow the construction of a certain building type.
type = building_prod_mod which = [building type] value = X%
Bonus to production time. Additive. NOTE: Positive value = reduced time.
type = convoy_prod_mod which = [escorts/transports] value = X%
Bonus to production time. Additive. NOTE: Positive value = reduced time.
type = radar_eff value = X(%)
Modify the efficiency of radar stations (bonus to friendly aircraft in the province.) Positive value = good.
type = info_may_cause which = [tech id]
No effect, but informs player that this tech/event can open up new avenues of research.
type = gas_attack
Enable gas attacks (was in Victoria - has no effect)
type = gas_protection
Enable gas protection (was in Victoria - has no effect)
type = activate which = [tech id]
Will be used in Random events
Made available the research of the desire tech.
type = task_efficiency which = [task type] value = X
Additive: 0.1 - 1.0
type = add_prov_resource which = [prov id/-1/-4] value = X where = [energy/metal/oil/rare_materials]
-1 is random province, -4 is province with nuclear reactor.
type = max_positioning which = [div type] value = X
sets the value 0.1-1.0
type = min_positioning which = [div type] value = X
sets the value 0.1-1.0
type = max_reactor_size value = X
Set the max size of nuclear reactor buildings.
type = abomb_production
Allow A-Bombs
type = double_nuke_prod
Double A-Bomb production rate.
type = songs
type = lock_division which = [id type] value = [id id]
Lock this division (it may no longer move.)
type = unlock_division which = [id type] value = [id id]
Unlock this division (it may now move.)
type = free_oil/free_supplies/free_money/free_metal/free_energy/free_rare_materials/free_transport/free_convoy
Change offmap daily production


AI event commands (no effect for human controlled nations)

ai_chance = x
Show the probability of the Ai of select this option.
type = ai_prepare_warwhich = [tag]
Tells the AI to move troops to the border with a country.

Weather event commands

type = start_pattern which = [id type] value = [id id] where = [provence id] when = [raining/snowing/storm/blizzard]
Start a new weather pattern centered on a given province
type = add_to_pattern which = [id type] value = [id id] where = [provence id] when = [raining/snowing/storm/blizzard]
Add a province to an existing weather pattern.
type = end_pattern which = [id type] value = [id id]
This weather pattern will begin to dissipate
type = set_ground which = [provence id] value = [clear/muddy/winter]

Commands to affect the chance of "combat events" occurring. Additive (%).

type = counterattack value = x
type = assault value = x
type = encirclement value = x
type = ambush value = x
type = delay value = x
type = tactical_withdrawal value = x
type = breakthrough value = x

HQ effects

type = hq_supply_eff value = X(%)
Additive
type = sce_frequency value = X
Combat event chance multiplier. Default: 1.0
Enable a certain type of mission
type = enable_task which = [task type]
New models updates the current template for a division or brigade type.
command = { type = [new_model] which = [division or brigade type] value = [The model number] }
Make a division or brigade type available for construction.
command = { type = activate_unit_type which = [division or brigade type] }
Make a division or brigade type unavailable for construction.
command = { type = deactivate_unit_type which = [division or brigade type] }
ACTIVATE NUCLEAR CAPABILITY OF MISSILES
command = { type = nuclear_carrier which = [flying_bomb/flying_rocket] }
ACTIVATE MISSILE CAPABILITY OF SUBMARINES
command = { type = missile_carrier which = [submarine] }

UNIT VALUES

[unit value] = soft_attack/hard_attack/ground_defense/air_attack/air_defense/build_cost/build_time/manpower/speed/max_organization/transport_weight/supply_consumption/fuel_consumption/speed_cap_art/speed_cap_eng/speed_cap_at/speed_cap_aa
Land unit bonuses
command = { type = [unit value]
	which = [land/division type/brigade type]
	value = [additive value modifier]
}
Air unit bonuses
command = { type = [air_attack/strategic_attack/tactical_attack/naval_attack/air_defense/build_cost/build_time/manpower/speed/surface_detection/air detection/transport_capacity/supply_consumption/fuel_consumption/range]
	which = [air/division type/brigade type]
	value = [additive value modifier]
}
Naval unit bonuses
command = { type = [naval_attack/air_attack/shore_attack/naval_defense/air_defense/build_cost/build_time/manpower/speed/surface_detection/air detection/visibility/transport_capacity/supply_consumption/fuel_consumption/range]
	which = [naval/division type/brigade type]
	value = [additive value modifier]
}
NOTE: For "build_time" and "build_cost", it is possible to add the field "where = relative".
This means that the value is parsed as a relative modifier (%) instead of an absolute addition.
When doing this, THE BASE VALUE OF MODEL 0 IS USED FOR _ALL_ MODELS. So "value = -10" means
"-10% of the value of model 0".


UNIT COMBAT MODIFIERS (In percents : +10 = 10%)

Terrain combat modifiers
command = { type = [jungle_defense/jungle_attack/desert_attack/desert_defense/mountain_attack/mountain_defense/hill_attack/hill_defense/forest_attack/forest_defense/swamp_attack/swamp_defense/urban_attack/urban_defense/river_attack/shore_attack/paradrop_attack]
	which = [division type/brigade type]
	value = [X]
}
Terrain movement modifiers
command = { type = [jungle_move/desert_move/mountain_move/hill_move/forest_move/swamp_move/urban_move/river_crossing]
	which = [division type/brigade type]
	value = [X]
}
Weather land-combat modifiers
command = { type = [frozen_attack/frozen_defense/snow_attack/snow_defense/blizzard_attack/blizzard_defense/rain_attack/rain_defense/storm_attack/storm_defense/muddy_attack/muddy_defense]
	which = [division type/brigade type]
	value = [X]
}
Weather land-movement modifiers
command = { type = [frozen_move/snow_move/blizzard_move/rain_move/storm_move/muddy_move]
	which = [division type/brigade type]
	value = [X]
}
Weather air-combat modifiers
command = { type = [snow_attack/rain_attack]
	which = [interceptor/escort/multi_role/strategic_bomber/tactical_bomber/torpedo_plane]
	value = [X]
}
Weather air-movement modifiers
command = { type = [snow_move/blizzard_move/rain_move/storm_move]
	which = [interceptor/escort/multi_role/strategic_bomber/tactical_bomber/torpedo_plane/transport_plane]
	value = [X]
}
Weather naval-combat modifiers
command = { type = [snow_attack/rain_attack]
which = [battleship/cruiser/destroyer/carrier/submarine/transports]
value = [X]
}
Weather naval-movement modifiers
command = { type = [snow_move/blizzard_move/rain_move/storm_move]
	which = [battleship/cruiser/destroyer/carrier/submarine/transports]
	value = [X]
}
Night modifiers
command = { type = night_move/night_attack/night_defense
	which = [division type/brigade type]
	value = [X]
}


SPECIAL UNIT BONUSES

Minisubs (BBs and CVs attack ships in harbors with this bonus added to their sea attack value)
command = { type = minisub_bonus
	value = [X]
}
This value is NOT INCREMENTAL, it is the new value.


GLOBAL MODIFIERS

The following modifiers are in percents:

Surprise modifiers
command = { type = surprise
	which = [naval/land/air]
	value = [X]
}
Intelligence Operation modifiers
command = { type = intelligence
	which = [us/them]
	value = [X]
}
Army Detection modifiers
command = { type = army_detection
	which = [us/them]
	value = [X]
}
Provincial AA batteries
command = { type = AA_batteries
	value = [X]
}


INDUSTRIAL MODIFIERS

Industrial multipliers

E.g. energy_to_oil 4 means four energy are needed to produce one oil. 0.5 means 1 energy produces 2 oil.
command = { type = industrial_multiplier
	which = [energy_to_oil/oil_to_rare_materials] 
	 value = [X]
}

Industrial modifiers (additive)

'total' is the conversion factor from every built industry point into Industrial Capacity.
'supplies' is a modifier for the amount of supplies produced by every reserved IC unit.
command = { type = industrial_modifier
	which = [total/supplies] # Percents 
	value = [X]
}

Building Types:

[ic, coastal_fort, land_fort, flak, infrastructure, air_base, naval_base, radar_station, nuclear_reactor, rocket_test]
Self explanatory

Task Types:

[attack, rebase, strat_redeploy, support_attack, support_defense, reserves, anti_partisan_duty, air_superiority, ground_attack, runway_cratering, installation_strike, interdiction, naval_strike, port_strike, logistical_strike, strategic_bombardment, air_supply, airborne_assault, convoy_raiding, asw, naval_interdiction, shore_bombardment, amphibous_assault, sea_transport, naval_combat_patrol]


Resource Types:

[oil, metal, energy, rare_materials, supplies, money]

Event ID Ranges

Key

The Bolded word is the file events are in(IE: Deaths = Death_events.txt)
The Number is the event range I think each file has(Paradox didn't list the event range for all the files)
The free IDs list what IDs are currently not in use for that range
If the line has something in brackets next to it, It's an event that is non native to the country or event range (IE Event 3900 in the UK's event file)
Any Unlisted ID/ID Range is probably free
For exampel: event 300 000 is free (this is tested).

As of the 1.2 patch the Death events file has had events removed and altered, Sadly all paradox said on this was "Revised, removed and edited some death events."
This leads me to believe that some IDs have been freed that are not listed. It would be a large amount of work to shift through 350+ events just to find a few unlisted IDs, So it is currently unchanged. Make note however, No events have been added, the old free IDs are still free.

Event ID Ranges

Hoi2 1 - 149 ( Free IDs 102 - 149 ) [DFR releations and access 9341] [England returns France to France 935] [USA returns France to France 934][Germany surrenders 938]
Coups 150 - 299 ( Free IDs 258 - 299 )
Deaths 300 - 400 ( Free IDs 375 - 400 )
Random Events 1000 - 1500 ( Free IDs 1018, 1019, 1021 - 1029, 1031 - 1039, 1041 - 1049, 1051 - 1059, 1061 - 1069, 1071 - 1079, 1081 - 1089, 1091 - 1099, 1101 - 1109, 1111 - 1119, 1121 - 1129, 1131 - 1139, 1141 - 1149, 1151 - 1500 )
Germany 2000 - 2099 ( Free IDs 2034 - 2039, 2041 - 2045, 2047 - 2049, 2051 - 2059, 2061 - 2099 ) [Independent Croatia 2032]
Austria 2100 - 2199 ( Free IDs 2101, 2102, 2104 - 2199 )
CzechSlovika 2200 - 2299 ( Free IDs 2203 - 2299 )
Slovika 2300 - 2399 ( Free IDs 2302 - 2399 )
Lithunia 2400 - 2499 ( Free IDs 2401 - 2499 )
Hungary 2500 - 2599 ( Free IDs 2507 - 2599 )
USSR 2600 - 2699 ( Free IDs 2614 - 2619, 2638, 2639, 2641 - 2644, 2646 - 2699 )
Romania 2700 - 2799 ( Free IDs 2704 - 2799 )
France 2800 - 2899 ( Free IDs 2803 - 2899 )
Italy 2900 - 2999 ( Free IDs 2905 - 2999 )
Nationalist Spain 3000 - 3099 ( Free IDs 3005 - 3099 )
Republican Spain 3100 - 3199 ( Free IDs 3107 - 3199 )
Finland 3200 - 3299 ( Free IDs 3204 - 3299 )
Sweden 3300 - 3399 ( Free IDs 3305 - 3399 )
England 3400 - 3499 ( Free IDs 3407 - 3499 ) [Iceland to USA 3900]
Albania 3500 - 3599 ( Free IDs 3501 - 3599 )
Poland 3600 - 3699 ( Free IDs 3601 - 3699 ) [MR pact ID 101]
USA 3700 - 3799 ( Free IDs 3729 - 3799 )
Japan 3800 - 3899 ( Free IDs 3810 - 3849, 3851 - 3899 )
Denmark 3900 - 3999 ( Free IDs 3901 - 3999 )
Vichy France 4000 - 4099 ( Free IDs 4004 - 4099 ) [French Defectors 2103]
Nationalist China 4100 - 4199 ( Free IDs 4103 - 4199 ) [Unified Front 29032][Peace with Guangxi Clique 27008,27009]
Siam 4500 - 4599 ( Free IDs 4502 - 4599 )
Democratic Events (ML Events/SD Events/SC Events) 5000 - 5042 ( Free IDs 5042 )
AI Inherit China 7005 - 7010
Invention Events 8000 - 8050 ( Free IDs 8020 - 8050 )
AI Ministers 11000 - 11100 ( Free IDs 11090 - 11099 )
AI Sliders 12000 - 12100 ( Free IDs 12049 - 12099 )
AI Revolters 15000 - 15100 ( Free IDs 15071 - 15100 )
AI Switches 20000 - 30000 ( Free IDs 20021 - 20999, 21005 - 21999, 22005 - 22999, 23003 - 23999, 24009 - 24999, 25007 - 25999, 26006 - 26999, 27015 - 27999, 28007 - 28999, 29029 - 30000 )
AI Capital Move 25036 - 25050 ( Free IDs 25038, 25039, 25042 - 25050 )
AI Minor Invasion 30000 - 30150 ( Free IDs 30150 )
AI Soviet Sphere 30151 - 30200 ( Free IDs 30187 = 30200 )
AI China Sphere 31001 - 31010 ( Free IDs 31008 - 31010 )
AI Reactive 200000 - 200100 ( Free IDs 200021 - 200100 )
Election Events 900000 - 900100 ( Free IDs 900057 - 900100 )

FOW

Fog of War (FOW) is the term used to describe the inability to see certain areas on the map and what is present in them, usually due to a lack of your own units or territories nearby to provide "reconnaissance".

Fallout

We would like to introduce you to Fallout's Doomsday , a post apocalyptic mod for Hearts of Iron 2 Doomsday Armageddon.

Have you been thinking about reuniting USA as a nation long after the world ended, leading your armies across radiated deserts to fight the mutated monsters and raiders out there? Or maybe you have been dreaming about conquering those weak humans while leading an army of powerful Mutant warriors to victory in their endless wars? Or perhaps you want to control the Enclave, the shadowy survivors of the pre-War US government who fled to their offshore bases before the Bombs fell, using their high tech science and sinister experiments to establish a new world order?

All those paths await you in a new mod that has been created as a tribute for two best computer role playing games ever: Fallout 1 and Fallout 2. Set in a post Apocalyptic world 167 years after the Bomb was dropped, this is complete science fiction conversion to HOI2. Completely new tech tree, units, resources, economy, and nation groups; all with unique graphics. A completely new gaming experience for the best WW2 strategy game ever made: Hearts of Iron 2.

The mod is set in the Wastelands, the radioactive and windswept remnant of what was once North America. Take control of one of the many groups rising to power on top of the ashes and ruins of pre-War civilisation. Build industries and infrastructure, research technologies, manage your resources, conduct diplomacy with other nations, build and manage your military forces to achieve dominance over the Wastelands.


Fatherland

A Cold War mod with a twist. What if Hitler won WW2? Doomsday and Armageddon only.

Fighters

Fighters are the backbone of any air force. They are used to achieve air superiority against enemy bombers and fighters They are all-rounders, being able to fulfill any mission given to them, but excelling at none in particular.

Fighter Statistics

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Naval Attack Strat Attack Surface Def Air Detect Surface Detect Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Range Trans Cap. Upgrade Time Factor Upgrade Cost Factor
I. Basic Fighter 30 30 9 4 1 2 0 0 6 3 4 14 150 1 500 1.1 2 350 0.5 1.0
II. Improved Fighter 30 30 12 5 2 3 1 0 8 6 6 18 150 1 600 1.2 2.2 400 0.5 1.0
III. Advanced Fighter 30 30 15 9 4 6 2 0 10 8 8 20 150 1 650 1.4 2.1 500 0.5 1.0
IV. Basic Turbojet Fighter 30 30 18 11 5 6 3 0 16 7 7 25 150 1 900 2.4 3 550 0.5 1.0
V. Improved Turbojet Fighter 30 30 22 13 5 7 4 0 18 10 8 29 150 1 1100 2.6 3 600 0.5 1.0

Brigades allowed

Notes

Fighters

Fighters are the backbone of any air force. They are used to achieve air superiority against enemy bombers and fighters They are all-rounders, being able to fulfill any mission given to them, but excelling at none in particular.

Fighter Statistics

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Naval Attack Strat Attack Surface Def Air Detect Surface Detect Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Range Trans Cap. Upgrade Time Factor Upgrade Cost Factor
I. Basic Fighter 30 30 9 4 1 2 0 0 6 3 4 14 150 1 500 1.1 2 350 0.5 1.0
II. Improved Fighter 30 30 12 5 2 3 1 0 8 6 6 18 150 1 600 1.2 2.2 400 0.5 1.0
III. Advanced Fighter 30 30 15 9 4 6 2 0 10 8 8 20 150 1 650 1.4 2.1 500 0.5 1.0
IV. Basic Turbojet Fighter 30 30 18 11 5 6 3 0 16 7 7 25 150 1 900 2.4 3 550 0.5 1.0
V. Improved Turbojet Fighter 30 30 22 13 5 7 4 0 18 10 8 29 150 1 1100 2.6 3 600 0.5 1.0

Brigades allowed

Notes

Finland

Finland - the basics

Now Finland is a nice country to play. It has some nice tech teams such as FM Mannerheim and Tikkakoski. The downside is that you only have 1 research slot open with your low IC so you should concentrate on Industrial techs early on. Note that your starting infantry is already the 1936 model so your army is in theory already capable to fight. The only problem is that you're a democracy. Elect right in 1936 elections and then change for ministers that improve your infantry building and manpower growth since that's what you're going to need. Do not bother researching tanks. You don't have oil and most of the provinces are forest. The Finnish navy is also near useless so you may want to scrap them although they were fine ships in real life.

Research the doctrines that make your infantry cheaper before actually producing any. If you want to play defensively go ahead and build those damn fortifications in Sortavala, Joensuu and Kajaani but remember that you are building a Greater Finland with its borders in Arkangelsk or whatever.

In 1936 you're just 2 leaps from the "may join alliances" on interventionist slider and since you are in a desparate need for blueprints and such I suggest starting off with this slider. Random events that move you towards authoritarianism are also nice since what you want to do in the following strategy is to be able to wage war before the Winter War :)

You could also move the Democracy slider 2-3 steps, and rule as a dictator, giving you the right to attack anybody.

Finland has a nice surplus of rares. Consider trading this with Germany for energy but remember to have a little extra so you can count on having enough of this after building some factories. You have very good relations with Sweden which is nice because they have some excess metal you also need.

Joining the alliance of Latvia and Estonia can be usefull since you get some blueprints from them and money/resource by trading your tech with them. They get annexed anyway after Molotov-Ribbentrop so why not suck up some juice from them before this?


War with Sweden

If you have had the event that moves your democracy-authoritarian slider by 2 and have made other changes accordingly you will be able to declare war in 1939. The USSR, the UK and Germany have however guaranteed the independence of your neighbours so in order to invade your Scandinavian neighbours you should join the Axis right after their attack in Poland (otherwise this has 0% chance). Invade Sweden! After its annexation you'll have enough IC for another tech team. Germany will help you on this but if you don't restrict their advance without assuming their control they will propably get all the best rare-producing provinces in Skåne (southern Sweden)

The downside is that before you are through with Sweden the Winter War triggers. Give them what they want for now so you can build up your army for the next 1½ years so you'll be ready when Barbarossa starts.


War with Norway

Attacking Sweden without an alliance with Germany usually leads to a highly undesirable war with the axis. Attacking Norway, however, rarely causes any additional wars. Fighting Norway without taking Sweden first is a hard task, considering the fact that you have to attack through the wilderness and mountains of lapland. Norway should be attacked as soon as possible to get more industry.

War with Denmark

In versions 1.0 and 1.1, I always took Denmark. In 1.2 Germany will most of the time declare war if you decide to attack Denmark. If you are allied with Germany, you won't be fast enought to annex Denmark before the Germans. Denmark should be left for the Germans.

Winter War

Even if you have taken Sweden and Norway, winning the Winter War is impossible without Germany. If you decide to fight and play well, you might push all the way to Archangelsk. Eventually the Soviets will strike back with 100+ divisions and you will lose. Bulding forts is a good tactic, but then the Soviets tend to do a amphibious assault on the western coast of Finland and you are finished. The only advantage you get for fighting the Soviets is that the AI will send ridiculous amounts of divisions to guard the border after the war if you managed to hold on for months, giving the eventual German invasion of Russia an easy task of pushing deep inside Russia. If you accept the Soviet Unions demands, you will have more time to equip your army for the next war and you will not lose manpower.

Operation Barbarossa

When Germany declares war on Russia, the fun begins. If you fought well in the Winter War, the border will be swarming with Soviet divisions and you should just defend and wait until the germans are somewhere around Estonia. If you did not fight the Winter War, you should try attacking as soon as the war starts.

Start taking all the provinces you can. You should be extra careful when taking over Murmansk and Kola, as the AI usually strategically redeploys troops to Kola and attacks you from behind. The trip from Murmansk to Kola takes a long time, and probably needs more than one division just in case if a soviet division is redeployed on their way.

You should also try to take Leningrad fast and prevent the enemy from hiding in their forts. You will also need very few divisions to defend Leningrad and you can attack with more power in the east.

You can either try taking the areas of Estonia, or push towards Moscow. Taking Moscow is possible, but getting there before the Germans is hard due to poor infrastructure. Estonia will be easy to get, but Moscow is extremely useful for a small country like Finland. If you managed to take either, start taking all the provinces you can grab. The Germans will eventually pass your troops and you can't take any soviet provinces anymore.

What next?

After the Soviet Union and the neighbouring countries have fallen, Finland has very little left to do. It is possible to invade the UK, if you first build giant stacks of subs and get a little lucky. The AI defends the UK very badly, and about 20 divisions will be enought to take Britain. You could also send some divisions to take minor european countries for Germany just to pass time.

Finland

Finland - the basics

Now Finland is a nice country to play. It has some nice tech teams such as FM Mannerheim and Tikkakoski. The downside is that you only have 1 research slot open with your low IC so you should concentrate on Industrial techs early on. Note that your starting infantry is already the 1936 model so your army is in theory already capable to fight. The only problem is that you're a democracy. Elect right in 1936 elections and then change for ministers that improve your infantry building and manpower growth since that's what you're going to need. Do not bother researching tanks. You don't have oil and most of the provinces are forest. The Finnish navy is also near useless so you may want to scrap them although they were fine ships in real life.

Research the doctrines that make your infantry cheaper before actually producing any. If you want to play defensively go ahead and build those damn fortifications in Sortavala, Joensuu and Kajaani but remember that you are building a Greater Finland with its borders in Arkangelsk or whatever.

In 1936 you're just 2 leaps from the "may join alliances" on interventionist slider and since you are in a desparate need for blueprints and such I suggest starting off with this slider. Random events that move you towards authoritarianism are also nice since what you want to do in the following strategy is to be able to wage war before the Winter War :)

You could also move the Democracy slider 2-3 steps, and rule as a dictator, giving you the right to attack anybody.

Finland has a nice surplus of rares. Consider trading this with Germany for energy but remember to have a little extra so you can count on having enough of this after building some factories. You have very good relations with Sweden which is nice because they have some excess metal you also need.

Joining the alliance of Latvia and Estonia can be usefull since you get some blueprints from them and money/resource by trading your tech with them. They get annexed anyway after Molotov-Ribbentrop so why not suck up some juice from them before this?


War with Sweden

If you have had the event that moves your democracy-authoritarian slider by 2 and have made other changes accordingly you will be able to declare war in 1939. The USSR, the UK and Germany have however guaranteed the independence of your neighbours so in order to invade your Scandinavian neighbours you should join the Axis right after their attack in Poland (otherwise this has 0% chance). Invade Sweden! After its annexation you'll have enough IC for another tech team. Germany will help you on this but if you don't restrict their advance without assuming their control they will propably get all the best rare-producing provinces in Skåne (southern Sweden)

The downside is that before you are through with Sweden the Winter War triggers. Give them what they want for now so you can build up your army for the next 1½ years so you'll be ready when Barbarossa starts.


War with Norway

Attacking Sweden without an alliance with Germany usually leads to a highly undesirable war with the axis. Attacking Norway, however, rarely causes any additional wars. Fighting Norway without taking Sweden first is a hard task, considering the fact that you have to attack through the wilderness and mountains of lapland. Norway should be attacked as soon as possible to get more industry.

War with Denmark

In versions 1.0 and 1.1, I always took Denmark. In 1.2 Germany will most of the time declare war if you decide to attack Denmark. If you are allied with Germany, you won't be fast enought to annex Denmark before the Germans. Denmark should be left for the Germans.

Winter War

Even if you have taken Sweden and Norway, winning the Winter War is impossible without Germany. If you decide to fight and play well, you might push all the way to Archangelsk. Eventually the Soviets will strike back with 100+ divisions and you will lose. Bulding forts is a good tactic, but then the Soviets tend to do a amphibious assault on the western coast of Finland and you are finished. The only advantage you get for fighting the Soviets is that the AI will send ridiculous amounts of divisions to guard the border after the war if you managed to hold on for months, giving the eventual German invasion of Russia an easy task of pushing deep inside Russia. If you accept the Soviet Unions demands, you will have more time to equip your army for the next war and you will not lose manpower.

Operation Barbarossa

When Germany declares war on Russia, the fun begins. If you fought well in the Winter War, the border will be swarming with Soviet divisions and you should just defend and wait until the germans are somewhere around Estonia. If you did not fight the Winter War, you should try attacking as soon as the war starts.

Start taking all the provinces you can. You should be extra careful when taking over Murmansk and Kola, as the AI usually strategically redeploys troops to Kola and attacks you from behind. The trip from Murmansk to Kola takes a long time, and probably needs more than one division just in case if a soviet division is redeployed on their way.

You should also try to take Leningrad fast and prevent the enemy from hiding in their forts. You will also need very few divisions to defend Leningrad and you can attack with more power in the east.

You can either try taking the areas of Estonia, or push towards Moscow. Taking Moscow is possible, but getting there before the Germans is hard due to poor infrastructure. Estonia will be easy to get, but Moscow is extremely useful for a small country like Finland. If you managed to take either, start taking all the provinces you can grab. The Germans will eventually pass your troops and you can't take any soviet provinces anymore.

What next?

After the Soviet Union and the neighbouring countries have fallen, Finland has very little left to do. It is possible to invade the UK, if you first build giant stacks of subs and get a little lucky. The AI defends the UK very badly, and about 20 divisions will be enought to take Britain. You could also send some divisions to take minor european countries for Germany just to pass time.

Fleet In Being

Fleet In Being

FIB focuses on naval supremacy through (non CV) capital ships, and helps to maintain your colonial empire. It has the best BB and BC positioning scores, the best organisation, and the best convoy escort and ASW ratings. It will also gain convoy the escort bonus slightly earlier than BS, and it's a nice counter to SLI. This tree ends in 1944.

Fleet In Being

Fleet In Being

FIB focuses on naval supremacy through (non CV) capital ships, and helps to maintain your colonial empire. It has the best BB and BC positioning scores, the best organisation, and the best convoy escort and ASW ratings. It will also gain convoy the escort bonus slightly earlier than BS, and it's a nice counter to SLI. This tree ends in 1944.

Flying Bomb

The Flying Bomb (e.g. the German V1) is a pilotless aircraft powered by an early jet engine, designed to deliver a payload of explosives to an area target. It is slower than a rocket or missile, which means that it can be intercepted and shot down by enemy fighters.

Flying Bomb Statistics

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Naval Attack Strat Attack Surface Def Air Detect Surface Detect Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Range Trans Cap. Upgrade Time Factor Upgrade Cost Factor
Flying Bomb 100 100 15 0 0 90 30 1 30 0 650 0.5 1.5 300

Brigades allowed

Notes

Food

Source: Edgar Mowrer & Marthe Rajchman, Global War: An Atlas of World Strategy.

Rice production

Numbers are 1000s of quintals. Both China and Japan are net importers, with China relying on Indochina.

1935
USA 7
Brazil 12
Italy 6
Egypt 7
Madagascar 7
India 422
China 520
Indonesia 56
Malaya 5
Thailand 47
Indochina 52
Philippines 23
Taiwan 16
Korea 33
Japan 106
Wheat production

Numbers are 1000s of quintals. Europe is a net importer while the Americas, Australia and the USSR are net exporters.

1937-1941
Canada 97
USA 253
Argentina 91
Other South America 19
United Kingdom 19.9
Continental Europe 476
USSR 486
Turkey 42
North Africa 19.9
Other Africa 17.7
Palestine/Jordan 6.9
Iraq 6
Iran 19
India 109
China 313
Manchuria 9
Japan 12.3
Australia 57
Other Oceania 3

Forced disarmament

Forced Disarmament is one of the diplomatic options available in a peace settlement. The offer can only be demanded and not offered. Forced disarmament requires the disbanding of all military units, thus rendering said nation completely docile.

France

File:Fra-topbar.JPG

Background

During the war, France planned to advance into Belgium to create a static, defensive front not unlike their experience in WWI. The plan failed when Germany attacked from the Ardennes forest and the French lacked the mobility and time to respond. You have the chance to avoid the mistake by making fortresses in northern France or build sufficient troops to invade Germany when it declares war. Before continuing on, let’s examine France’s weaknesses:

Technology

France will always be able to research more than it can effectively build with its limited IC. Navy can be entirely ignored. All research should be primarily poured into Industrial, Infantry, Land Doctrine, and Armor/Artillery. Air power is useful only for TAC, INT, and possibly CAS. For this reason, by around 1939 France can be significantly ahead of all the Allies, including even the USA, in technology research.

Diplomacy

Alliances

France begins the game in the Allies, with the UK as the Alliance leader. As such, France cannot do anything to alter the alliance save for leaving it. An ahistorical alternative would be to create a Fascist France by allying with Germany.

Sliders

France will receive "free" interventionism moves to 9, just one short of full interventionism. France is best moving to Hawk in 1936, 1937, and 1938. Afterwards, moving to Standing Army is best. Alternatively, a France that elects a right wing government should make two moves to Free market in order to gain those excellent bonuses.

Ministers

France begins with some decent ministers, with Social Liberal and Social Democrat ministers providing the best bonuses throughout the early years. Generally, IC bonuses are important for France, especially for a Leftist France. Chief of Staff Lattre de Tassigny (Manpower +25%; Infantry Construction Bonus -5%) is a good choice. Chief of the Army Victor Bourgeois is worth considering with his -15% supply consumption for players who intend to build a large army. As an alternative, Gamelin provides an -5% infantry construction bonus, in addition to a -10% fort construction bonus for players who intend to play defensive. Head of Intelligence Salengro provides +5% IC and +5% steal blueprint.

Intelligence

France can gain limited benefit through the intelligence system by stealing blueprints from Germany. Generally, however, it is not particularly valuable.

Economy

Trading

France has good resources, and for what it lacks, its Allies will readily address. For these reasons, France can stockpile all major materials with no real effort. The UK is a good source for Supplies, while the USA is a good source for money.

Industrial Production

Early French IC production is not practical, since France begins with large IC penalties, and requires a large army in order to defend against Germany. For players who intend a defensive strategy, IC production can begin as early as around June, 1940, assuming France has established safe defensive lines. Troop production will always be important in a defensive war in order to keep pace with Germany, however, so only limited IC production would be possible. Achieving this balance is important, since a long defensive war will eventually stretch France's limited TC, thus TC expansion is important.

Military

France requires complete focus on building a large Army in order to defend against Germany.

Army

France must focus considerable effort into building a land force of infantry and militia capable of defending France's borders against the coming German blitzkrieg. On May 1st, 1940, an Army of around 100 infantry with around 50 militia is about the minimum necessary for a sound defense. France has a number of underused troops in Morocco, Algeria, Tunisia, and Djibouti. Transport all of them to the border with Belgium to help the defence. Move all other troops to the border but leave a limited number of troops on the Italian border since Italy will likely join Axis. France also requires a mobile and preferably hard force. ARM with MOT or MEC are useful in creating holes in defensive German lines, while CAV can be useful for holes and grabbing territory. Self-propelled Artillery, and to a limited extent Artillery brigades, will be useful for the limited French forces.

Navy

France cannot afford and does not need Naval distractions until Germany has been successfully repulsed. The Navy is only useful for war with Italy, and the starting Navy is surprisingly sufficient to this task, thanks largely to France's sole CV.

Air Force

France cannot afford any serious Air Force production until a defensive posture against Germany has solidified. As a result, France's existing air force should be better utilized with research focused on TAC and INT. TAC and possibly CAS can act as very effective force multipliers, however, and are worthy of consideration especially since France will inevitably encounter TC overload with over emphasis on ground forces. TAC is especially useful in an African campaign against Italy, and in operations behind German defensive lines to clean-up straggler units.

Events

Elections

Spanish Civil War

A few days after the Spanish Civil War begins on July 18, 1936, France will be asked for intervention. Naturally, sending volunteers is the best option:

Just before the event, you can further move the slider toward intervention in the diplomacy tab and then guarantee Republican Spain's independence. Then after you go with intervention, if AI Germany declares war on Republican Spain, it will now have enough belligerence points for you to declare war on Germany, which is easily defeated in 1936.

War

France has three major strategic postures that can lead to victory:

Maginot Defense

This strategy is the easiest, and probably the most boring. Building and garrisoning level-10 forts across the division will stop the Germans in their tracks. Then, one can easily invade and annex Italy, bringing France's IC to a competitive level with Germany's. If a breakthrough cannot be achieved, it's simply a matter of waiting until the Soviet Union declares war on Germany. From that point on, the game is basically just a race to grab as much territory as possible.

[ It is entirely possible that the game will become bugged as the war drags on and all Germany will do is garrison more and more troops along the Line, and only attack you in Italy. In this case, it may be necessary to either force the USSR or Germany to declare war on their respective rivals to get the ball rolling. ]

Infantry Defense

As an Allied nation with a peacetime modifier penalty, France will not enter into the war until Danzig on August 30, 1939. Assuming a reasonably defended Maignot line, however, France will not see actual combat until May 1, 1940, when Germany invades the low countries. Generally, France can create a defensive line by rushing north into Belgium when the war begins. A line can be formed from Ghent to Antwerp to Namur to Reims. The weakest point of this line is Antwerp owing to a land border with Eindhoven. Therefore, extending the line to Eindhoven can be ideal, since France will then be completely protected by rivers. However, Eindhoven is quite exposed to German envelopment, and thus requires an army large enough to sufficiently hold both an extended front and repulse massive attacks against Eindhoven. These tactics also have the effect of saving both the Netherlands and Belgium.

Stalemate: Not surprisingly, a successful defense of Belgium and the Netherlands will considerably stymy Germany. They will never progress to an invasion of Yugoslavia or Greece, nor will they ever amass troops on the Soviet border. As a result, Germany will never launch Operation Barbarrossa, and Italy will very likely never join the Axis. This can potentially result in a stalemate that lasts for several years, with Germany becoming progressively stronger over time due to its much higher IC. Players seeking this strategy should DOW Italy. Capturing the Italian peninsula won't take longer than a few months, and Northern Italy/Southern Germany offer strong defensive positions in the Alps. This will have the effect of creating a static defensive front once again with Germany. This time, however, France is a bit more powerful owing to Italian IC.

Breakthrough: Alternatively, France can attempt to bust through German lines. This must be done immediately after France has successfully created a defensive line, preferably by June, 1940. A Breakthrough will focus on a region with a relatively small German force, punching through with an ARM, MOT, and CAV force, with INF staggering behind in order to shore up captured province defenses. Once a breakthrough is completed, immediate exploitation of German rear areas is critical, including a swift drive to Berlin.

Polish Gambit

From the beginning of 1936, begin researching 1939 Infantry. Research should finish around 1938: before that time churn out any non-infantry units needed. Ignore building up an air force or a navy: your allies should provide you with air cover, and the starting French navy is good enough for its limited uses. Avoid development into expensive fields like tanks, as these will chew up France's limited IC. Instead, concentrate production in IC creation. By the time research into 1939 infantry finishes, you should have around 100 base IC. Once research into 1939 infantry is complete, immediately begin production of at least 12 serial runs of infantry. Group these infantry divisions into the two provinces on the German border, Strasbourg and Mulhouse. When the war rolls around with the German invasion of Poland you should have around 100 infantry divisions concentrated in those provinces. Attack immediately while the German army is preoccupied in Poland. You should be able to steamroll through the country with little resistance, and Berlin should fall by 1940.

Gaming the System

The most prominent use of gamey tactics for France is to remove the peacetime IC penalty through an early war. Attacking Nationalist Spain, as an example, would be one method to do this.

Japanese Ally

In a single player game, the main drawback of France is low IC. There is a way to gain a lot of IC in the beginning of the game: ally with Japan and use its war against China to conquer a lot of Chinese territory, then leave the alliance and fight along the Allies.

In order to do that, France needs to:

If the things go well, by 1938 French IC could be as high as 120. In addition, wartime allows you to divert IC from consumers' good to unit building. Then a good idea is to stay in war the longer you can. But don't forget to transport your troops back home! Also it may be preferable to leave the alliance with Japan before they attack the USA (but a war against the british is what the french await since Waterloo... so why not?). If you are at war with Germany the British will propose you to join the Allied, but if it is not the case they will refuse. So if Germany never declared war at you you may have to do it in order to join the Allied (the main purpose is to get their blueprints and to get wartime bonus).

Don't forget that in the Far East you have a nearly undefended border with Japan. Sooner or later they will enter in a war with the USA (and therefore with you), and march to the south. The main weak point of the japanese is that their armies are slow (mainly infantery divisions). With relatively few motorized, armored and mechanized divisions you can beat them in China by encircling and destroying them. A few divisions in the north indochina's jungle will stop the japanese, allowing you to counter-attack when the motorized renforts arrive. But you need a decent navy to transport them there : start to build carriers early, and chose Saigon as a port to unload the troops (southern, then less vunerable than Hanoi to japanese attack). Naval bomber are also a good idea. Take every continental province of Japan : you IC should reach 200. It may be time to attack Germany with a little more chances of success...

France

File:Fra-topbar.JPG

Background

During the war, France planned to advance into Belgium to create a static, defensive front not unlike their experience in WWI. The plan failed when Germany attacked from the Ardennes forest and the French lacked the mobility and time to respond. You have the chance to avoid the mistake by making fortresses in northern France or build sufficient troops to invade Germany when it declares war. Before continuing on, let’s examine France’s weaknesses:

Technology

France will always be able to research more than it can effectively build with its limited IC. Navy can be entirely ignored. All research should be primarily poured into Industrial, Infantry, Land Doctrine, and Armor/Artillery. Air power is useful only for TAC, INT, and possibly CAS. For this reason, by around 1939 France can be significantly ahead of all the Allies, including even the USA, in technology research.

Diplomacy

Alliances

France begins the game in the Allies, with the UK as the Alliance leader. As such, France cannot do anything to alter the alliance save for leaving it. An ahistorical alternative would be to create a Fascist France by allying with Germany.

Sliders

France will receive "free" interventionism moves to 9, just one short of full interventionism. France is best moving to Hawk in 1936, 1937, and 1938. Afterwards, moving to Standing Army is best. Alternatively, a France that elects a right wing government should make two moves to Free market in order to gain those excellent bonuses.

Ministers

France begins with some decent ministers, with Social Liberal and Social Democrat ministers providing the best bonuses throughout the early years. Generally, IC bonuses are important for France, especially for a Leftist France. Chief of Staff Lattre de Tassigny (Manpower +25%; Infantry Construction Bonus -5%) is a good choice. Chief of the Army Victor Bourgeois is worth considering with his -15% supply consumption for players who intend to build a large army. As an alternative, Gamelin provides an -5% infantry construction bonus, in addition to a -10% fort construction bonus for players who intend to play defensive. Head of Intelligence Salengro provides +5% IC and +5% steal blueprint.

Intelligence

France can gain limited benefit through the intelligence system by stealing blueprints from Germany. Generally, however, it is not particularly valuable.

Economy

Trading

France has good resources, and for what it lacks, its Allies will readily address. For these reasons, France can stockpile all major materials with no real effort. The UK is a good source for Supplies, while the USA is a good source for money.

Industrial Production

Early French IC production is not practical, since France begins with large IC penalties, and requires a large army in order to defend against Germany. For players who intend a defensive strategy, IC production can begin as early as around June, 1940, assuming France has established safe defensive lines. Troop production will always be important in a defensive war in order to keep pace with Germany, however, so only limited IC production would be possible. Achieving this balance is important, since a long defensive war will eventually stretch France's limited TC, thus TC expansion is important.

Military

France requires complete focus on building a large Army in order to defend against Germany.

Army

France must focus considerable effort into building a land force of infantry and militia capable of defending France's borders against the coming German blitzkrieg. On May 1st, 1940, an Army of around 100 infantry with around 50 militia is about the minimum necessary for a sound defense. France has a number of underused troops in Morocco, Algeria, Tunisia, and Djibouti. Transport all of them to the border with Belgium to help the defence. Move all other troops to the border but leave a limited number of troops on the Italian border since Italy will likely join Axis. France also requires a mobile and preferably hard force. ARM with MOT or MEC are useful in creating holes in defensive German lines, while CAV can be useful for holes and grabbing territory. Self-propelled Artillery, and to a limited extent Artillery brigades, will be useful for the limited French forces.

Navy

France cannot afford and does not need Naval distractions until Germany has been successfully repulsed. The Navy is only useful for war with Italy, and the starting Navy is surprisingly sufficient to this task, thanks largely to France's sole CV.

Air Force

France cannot afford any serious Air Force production until a defensive posture against Germany has solidified. As a result, France's existing air force should be better utilized with research focused on TAC and INT. TAC and possibly CAS can act as very effective force multipliers, however, and are worthy of consideration especially since France will inevitably encounter TC overload with over emphasis on ground forces. TAC is especially useful in an African campaign against Italy, and in operations behind German defensive lines to clean-up straggler units.

Events

Elections

Spanish Civil War

A few days after the Spanish Civil War begins on July 18, 1936, France will be asked for intervention. Naturally, sending volunteers is the best option:

Just before the event, you can further move the slider toward intervention in the diplomacy tab and then guarantee Republican Spain's independence. Then after you go with intervention, if AI Germany declares war on Republican Spain, it will now have enough belligerence points for you to declare war on Germany, which is easily defeated in 1936.

War

France has three major strategic postures that can lead to victory:

Maginot Defense

This strategy is the easiest, and probably the most boring. Building and garrisoning level-10 forts across the division will stop the Germans in their tracks. Then, one can easily invade and annex Italy, bringing France's IC to a competitive level with Germany's. If a breakthrough cannot be achieved, it's simply a matter of waiting until the Soviet Union declares war on Germany. From that point on, the game is basically just a race to grab as much territory as possible.

[ It is entirely possible that the game will become bugged as the war drags on and all Germany will do is garrison more and more troops along the Line, and only attack you in Italy. In this case, it may be necessary to either force the USSR or Germany to declare war on their respective rivals to get the ball rolling. ]

Infantry Defense

As an Allied nation with a peacetime modifier penalty, France will not enter into the war until Danzig on August 30, 1939. Assuming a reasonably defended Maignot line, however, France will not see actual combat until May 1, 1940, when Germany invades the low countries. Generally, France can create a defensive line by rushing north into Belgium when the war begins. A line can be formed from Ghent to Antwerp to Namur to Reims. The weakest point of this line is Antwerp owing to a land border with Eindhoven. Therefore, extending the line to Eindhoven can be ideal, since France will then be completely protected by rivers. However, Eindhoven is quite exposed to German envelopment, and thus requires an army large enough to sufficiently hold both an extended front and repulse massive attacks against Eindhoven. These tactics also have the effect of saving both the Netherlands and Belgium.

Stalemate: Not surprisingly, a successful defense of Belgium and the Netherlands will considerably stymy Germany. They will never progress to an invasion of Yugoslavia or Greece, nor will they ever amass troops on the Soviet border. As a result, Germany will never launch Operation Barbarrossa, and Italy will very likely never join the Axis. This can potentially result in a stalemate that lasts for several years, with Germany becoming progressively stronger over time due to its much higher IC. Players seeking this strategy should DOW Italy. Capturing the Italian peninsula won't take longer than a few months, and Northern Italy/Southern Germany offer strong defensive positions in the Alps. This will have the effect of creating a static defensive front once again with Germany. This time, however, France is a bit more powerful owing to Italian IC.

Breakthrough: Alternatively, France can attempt to bust through German lines. This must be done immediately after France has successfully created a defensive line, preferably by June, 1940. A Breakthrough will focus on a region with a relatively small German force, punching through with an ARM, MOT, and CAV force, with INF staggering behind in order to shore up captured province defenses. Once a breakthrough is completed, immediate exploitation of German rear areas is critical, including a swift drive to Berlin.

Polish Gambit

From the beginning of 1936, begin researching 1939 Infantry. Research should finish around 1938: before that time churn out any non-infantry units needed. Ignore building up an air force or a navy: your allies should provide you with air cover, and the starting French navy is good enough for its limited uses. Avoid development into expensive fields like tanks, as these will chew up France's limited IC. Instead, concentrate production in IC creation. By the time research into 1939 infantry finishes, you should have around 100 base IC. Once research into 1939 infantry is complete, immediately begin production of at least 12 serial runs of infantry. Group these infantry divisions into the two provinces on the German border, Strasbourg and Mulhouse. When the war rolls around with the German invasion of Poland you should have around 100 infantry divisions concentrated in those provinces. Attack immediately while the German army is preoccupied in Poland. You should be able to steamroll through the country with little resistance, and Berlin should fall by 1940.

Gaming the System

The most prominent use of gamey tactics for France is to remove the peacetime IC penalty through an early war. Attacking Nationalist Spain, as an example, would be one method to do this.

Japanese Ally

In a single player game, the main drawback of France is low IC. There is a way to gain a lot of IC in the beginning of the game: ally with Japan and use its war against China to conquer a lot of Chinese territory, then leave the alliance and fight along the Allies.

In order to do that, France needs to:

If the things go well, by 1938 French IC could be as high as 120. In addition, wartime allows you to divert IC from consumers' good to unit building. Then a good idea is to stay in war the longer you can. But don't forget to transport your troops back home! Also it may be preferable to leave the alliance with Japan before they attack the USA (but a war against the british is what the french await since Waterloo... so why not?). If you are at war with Germany the British will propose you to join the Allied, but if it is not the case they will refuse. So if Germany never declared war at you you may have to do it in order to join the Allied (the main purpose is to get their blueprints and to get wartime bonus).

Don't forget that in the Far East you have a nearly undefended border with Japan. Sooner or later they will enter in a war with the USA (and therefore with you), and march to the south. The main weak point of the japanese is that their armies are slow (mainly infantery divisions). With relatively few motorized, armored and mechanized divisions you can beat them in China by encircling and destroying them. A few divisions in the north indochina's jungle will stop the japanese, allowing you to counter-attack when the motorized renforts arrive. But you need a decent navy to transport them there : start to build carriers early, and chose Saigon as a port to unload the troops (southern, then less vunerable than Hanoi to japanese attack). Naval bomber are also a good idea. Take every continental province of Japan : you IC should reach 200. It may be time to attack Germany with a little more chances of success...

France

File:Fra-topbar.JPG

Background

During the war, France planned to advance into Belgium to create a static, defensive front not unlike their experience in WWI. The plan failed when Germany attacked from the Ardennes forest and the French lacked the mobility and time to respond. You have the chance to avoid the mistake by making fortresses in northern France or build sufficient troops to invade Germany when it declares war. Before continuing on, let’s examine France’s weaknesses:

Technology

France will always be able to research more than it can effectively build with its limited IC. Navy can be entirely ignored. All research should be primarily poured into Industrial, Infantry, Land Doctrine, and Armor/Artillery. Air power is useful only for TAC, INT, and possibly CAS. For this reason, by around 1939 France can be significantly ahead of all the Allies, including even the USA, in technology research.

Diplomacy

Alliances

France begins the game in the Allies, with the UK as the Alliance leader. As such, France cannot do anything to alter the alliance save for leaving it. An ahistorical alternative would be to create a Fascist France by allying with Germany.

Sliders

France will receive "free" interventionism moves to 9, just one short of full interventionism. France is best moving to Hawk in 1936, 1937, and 1938. Afterwards, moving to Standing Army is best. Alternatively, a France that elects a right wing government should make two moves to Free market in order to gain those excellent bonuses.

Ministers

France begins with some decent ministers, with Social Liberal and Social Democrat ministers providing the best bonuses throughout the early years. Generally, IC bonuses are important for France, especially for a Leftist France. Chief of Staff Lattre de Tassigny (Manpower +25%; Infantry Construction Bonus -5%) is a good choice. Chief of the Army Victor Bourgeois is worth considering with his -15% supply consumption for players who intend to build a large army. As an alternative, Gamelin provides an -5% infantry construction bonus, in addition to a -10% fort construction bonus for players who intend to play defensive. Head of Intelligence Salengro provides +5% IC and +5% steal blueprint.

Intelligence

France can gain limited benefit through the intelligence system by stealing blueprints from Germany. Generally, however, it is not particularly valuable.

Economy

Trading

France has good resources, and for what it lacks, its Allies will readily address. For these reasons, France can stockpile all major materials with no real effort. The UK is a good source for Supplies, while the USA is a good source for money.

Industrial Production

Early French IC production is not practical, since France begins with large IC penalties, and requires a large army in order to defend against Germany. For players who intend a defensive strategy, IC production can begin as early as around June, 1940, assuming France has established safe defensive lines. Troop production will always be important in a defensive war in order to keep pace with Germany, however, so only limited IC production would be possible. Achieving this balance is important, since a long defensive war will eventually stretch France's limited TC, thus TC expansion is important.

Military

France requires complete focus on building a large Army in order to defend against Germany.

Army

France must focus considerable effort into building a land force of infantry and militia capable of defending France's borders against the coming German blitzkrieg. On May 1st, 1940, an Army of around 100 infantry with around 50 militia is about the minimum necessary for a sound defense. France has a number of underused troops in Morocco, Algeria, Tunisia, and Djibouti. Transport all of them to the border with Belgium to help the defence. Move all other troops to the border but leave a limited number of troops on the Italian border since Italy will likely join Axis. France also requires a mobile and preferably hard force. ARM with MOT or MEC are useful in creating holes in defensive German lines, while CAV can be useful for holes and grabbing territory. Self-propelled Artillery, and to a limited extent Artillery brigades, will be useful for the limited French forces.

Navy

France cannot afford and does not need Naval distractions until Germany has been successfully repulsed. The Navy is only useful for war with Italy, and the starting Navy is surprisingly sufficient to this task, thanks largely to France's sole CV.

Air Force

France cannot afford any serious Air Force production until a defensive posture against Germany has solidified. As a result, France's existing air force should be better utilized with research focused on TAC and INT. TAC and possibly CAS can act as very effective force multipliers, however, and are worthy of consideration especially since France will inevitably encounter TC overload with over emphasis on ground forces. TAC is especially useful in an African campaign against Italy, and in operations behind German defensive lines to clean-up straggler units.

Events

Elections

Spanish Civil War

A few days after the Spanish Civil War begins on July 18, 1936, France will be asked for intervention. Naturally, sending volunteers is the best option:

Just before the event, you can further move the slider toward intervention in the diplomacy tab and then guarantee Republican Spain's independence. Then after you go with intervention, if AI Germany declares war on Republican Spain, it will now have enough belligerence points for you to declare war on Germany, which is easily defeated in 1936.

War

France has three major strategic postures that can lead to victory:

Maginot Defense

This strategy is the easiest, and probably the most boring. Building and garrisoning level-10 forts across the division will stop the Germans in their tracks. Then, one can easily invade and annex Italy, bringing France's IC to a competitive level with Germany's. If a breakthrough cannot be achieved, it's simply a matter of waiting until the Soviet Union declares war on Germany. From that point on, the game is basically just a race to grab as much territory as possible.

[ It is entirely possible that the game will become bugged as the war drags on and all Germany will do is garrison more and more troops along the Line, and only attack you in Italy. In this case, it may be necessary to either force the USSR or Germany to declare war on their respective rivals to get the ball rolling. ]

Infantry Defense

As an Allied nation with a peacetime modifier penalty, France will not enter into the war until Danzig on August 30, 1939. Assuming a reasonably defended Maignot line, however, France will not see actual combat until May 1, 1940, when Germany invades the low countries. Generally, France can create a defensive line by rushing north into Belgium when the war begins. A line can be formed from Ghent to Antwerp to Namur to Reims. The weakest point of this line is Antwerp owing to a land border with Eindhoven. Therefore, extending the line to Eindhoven can be ideal, since France will then be completely protected by rivers. However, Eindhoven is quite exposed to German envelopment, and thus requires an army large enough to sufficiently hold both an extended front and repulse massive attacks against Eindhoven. These tactics also have the effect of saving both the Netherlands and Belgium.

Stalemate: Not surprisingly, a successful defense of Belgium and the Netherlands will considerably stymy Germany. They will never progress to an invasion of Yugoslavia or Greece, nor will they ever amass troops on the Soviet border. As a result, Germany will never launch Operation Barbarrossa, and Italy will very likely never join the Axis. This can potentially result in a stalemate that lasts for several years, with Germany becoming progressively stronger over time due to its much higher IC. Players seeking this strategy should DOW Italy. Capturing the Italian peninsula won't take longer than a few months, and Northern Italy/Southern Germany offer strong defensive positions in the Alps. This will have the effect of creating a static defensive front once again with Germany. This time, however, France is a bit more powerful owing to Italian IC.

Breakthrough: Alternatively, France can attempt to bust through German lines. This must be done immediately after France has successfully created a defensive line, preferably by June, 1940. A Breakthrough will focus on a region with a relatively small German force, punching through with an ARM, MOT, and CAV force, with INF staggering behind in order to shore up captured province defenses. Once a breakthrough is completed, immediate exploitation of German rear areas is critical, including a swift drive to Berlin.

Polish Gambit

From the beginning of 1936, begin researching 1939 Infantry. Research should finish around 1938: before that time churn out any non-infantry units needed. Ignore building up an air force or a navy: your allies should provide you with air cover, and the starting French navy is good enough for its limited uses. Avoid development into expensive fields like tanks, as these will chew up France's limited IC. Instead, concentrate production in IC creation. By the time research into 1939 infantry finishes, you should have around 100 base IC. Once research into 1939 infantry is complete, immediately begin production of at least 12 serial runs of infantry. Group these infantry divisions into the two provinces on the German border, Strasbourg and Mulhouse. When the war rolls around with the German invasion of Poland you should have around 100 infantry divisions concentrated in those provinces. Attack immediately while the German army is preoccupied in Poland. You should be able to steamroll through the country with little resistance, and Berlin should fall by 1940.

Gaming the System

The most prominent use of gamey tactics for France is to remove the peacetime IC penalty through an early war. Attacking Nationalist Spain, as an example, would be one method to do this.

Japanese Ally

In a single player game, the main drawback of France is low IC. There is a way to gain a lot of IC in the beginning of the game: ally with Japan and use its war against China to conquer a lot of Chinese territory, then leave the alliance and fight along the Allies.

In order to do that, France needs to:

If the things go well, by 1938 French IC could be as high as 120. In addition, wartime allows you to divert IC from consumers' good to unit building. Then a good idea is to stay in war the longer you can. But don't forget to transport your troops back home! Also it may be preferable to leave the alliance with Japan before they attack the USA (but a war against the british is what the french await since Waterloo... so why not?). If you are at war with Germany the British will propose you to join the Allied, but if it is not the case they will refuse. So if Germany never declared war at you you may have to do it in order to join the Allied (the main purpose is to get their blueprints and to get wartime bonus).

Don't forget that in the Far East you have a nearly undefended border with Japan. Sooner or later they will enter in a war with the USA (and therefore with you), and march to the south. The main weak point of the japanese is that their armies are slow (mainly infantery divisions). With relatively few motorized, armored and mechanized divisions you can beat them in China by encircling and destroying them. A few divisions in the north indochina's jungle will stop the japanese, allowing you to counter-attack when the motorized renforts arrive. But you need a decent navy to transport them there : start to build carriers early, and chose Saigon as a port to unload the troops (southern, then less vunerable than Hanoi to japanese attack). Naval bomber are also a good idea. Take every continental province of Japan : you IC should reach 200. It may be time to attack Germany with a little more chances of success...

GDP statistics

GDP Change of European Countries and Japan (1939-1947)
Year Flag of Austria Austria Flag of Belgium Belgium Flag of France France Flag of Germany Germany Flag of Italy Italy Flag of Netherlands Netherlands Flag of Norway Norway Flag of United Kingdom United Kingdom Flag of Japan Japan
1939 100,00 100,00 100,00 100,00 100,00 100,00 100,00 100,00 100,00
1940 96,65 88,59 84,33 99,93 99,56 87,15 90,51 109,48 102,07
1941 102,96 84,64 69,04 105,64 97,47 81,73 92,16 119,47 102,03
1942 97,24 77,62 62,19 106,18 95,67 74,08 88,02 121,24 100,07
1943 99,25 75,87 59,67 108,96 86,32 71,81 85,61 123,67 100,18
1944 101,38 79,86 48,3 122,61 69,95 47,79 80,40 118,26 94,43
1945 42,11 88,83 53,69 77,96 54,59 48,46 89,22 112,68 47,80
1946 47,76 94,64 80,43 45,11 71,08 80,38 97,61 107,71 51,27
1947 52,90 92,23 86,33 49,74 82,93 91,05 107,50 105,47 54,71
Wartime GDP of the Great Powers
1938 to 1945 in International Dollars and 1990 Prices (billions) (1)
Country 1938 1939 1940 1941 1942 1943 1944 1945
Flag of United States United States 800 869 943 1094 1235 1399 1499 1474
Flag of United Kingdom United Kingdom 284 287 316 344 353 361 346 331
Flag of France France 186 199 164 130 116 110 93 101
Flag of Italy Italy 141 151 147 144 145 137 117 92
Flag of Soviet Union Soviet Union 359 366 417 359 274 305 362 343
Flag of Germany Germany 351 384 387 412 417 426 437 310
Flag of Austria Austria 24 27 27 29 27 28 29 12
Flag of Japan Japan 169 184 192 196 197 194 189 144
Allied / Axis GDP 2.4 2.3 2.1 2.0 2.1 2.3 3.1 5.0

(1) Based on Table 1 found in Mark Harrison, The USSR and Total War: Why Didn't the Soviet Economy Collapse in 1942? from Mark Harrison, "The Economics of World War II: an Overview," in Mark Harrison, ed., The Economics of World War II: Six Great Powers in International Comparison, Cambridge University Press (1998), 10.

1939 GNP in billions of US$ (1985 dollars) by country
Country GNP (billions, 1985 USD$) Portion of World GNP
Flag of United States United States 788 22.5%
Flag of United Kingdom United Kingdom 215 6.1%
Flag of Soviet Union Soviet Union 308 8.5%
Flag of Germany Germany 271 7.7%
Flag of Italy Italy 114 3.3%
Flag of Japan Japan 135 3.9%

World GNP = $3,500 billion

1944 numbers are essentially the same except that the US is twice as large

Percentage of GDP Used for War Aims (in percent)
Country 1939 1943
United States 02 55
United Kingdom 15 55
USSR 17 53
Germany 32 71
Italy 10 40
Other Countries During Various Periods
Country %age of Nominal GDP
Belgium 1.77
Czechoslavkia 5.34
Finland 3.18%
Netherlands 1.57
Norway 0.86
Portugal 5.2
Spain 2.23
Sweden 1.45
Switzerland 1.22
Relative World War 2 Munitions Output (U.S. 1944 = 100)
Year Flag of United States United States Flag of United Kingdom United Kingdom Flag of Soviet Union Soviet Union Flag of Germany Nazi Germany Flag of Japan Imperial Japan
1937 1 1 3 2 2
1938 1 2 4 3 3
1939 2 3 6 4 3
1940 6 7 7 8 3
1941 15 10 12 8 4
1942 53 17 22 11 5
1943 91 20 28 17 4
1944 100 19 31 21 3
Source: Delong, J. B. Falling into World War II , Feb 1997

GIP

The Graphic Improvement Project (GIP) is a complete graphics overhaul for Hearts of Iron 2 Doomsday and its add on Armageddon. The only area GIP does not change are division icons (which SKIF does). In the newest release it includes 12,252 new photos in colour.

Mod Information:

Features

Feature Description
Models 5,473
Leaders & Ministers 4,576
Provinces 104
Technology Teams 1,322
Technology 437
Events 340
Compatibility HOI2 , HOI2 DD , Arma , AoD* , Iron Cross* , Darkest Hour**
Extras 531 B&W placeholders pictures, SKIF***

Gallery

Game Play FAQ

Game Play

Does the game have to end on January 1, 1948?

No. There is a utility to remove the end date.

Can I turn off fog of war?

Yes. Press F12 and type in 'nofog' (without quotes). Press ctrl + F12 to close the console screen.

Why do I keep getting 'Great War Demonstrations' as Germany?

You need to read the text of the event. The demonstrations will stop as soon as you send a land unit into Cologne.

How do I delete old saved games?

Unfortunately, there is no way to do so within the game itself. Instead, just open windows explorer and navigate to the save games folder. The default is c:\program files\paradox interactive\hearts of iron 2\scenarios\save games. Each save game has two parts, a *.eug and a *.cfg. Delete both of these files for each save game you want to remove.

To make this process easier in the future, create a shortcut to the above directory on your desktop or other convenient location.

How do I re-organize (air) units?

Select a unit of the type (air/land/sea) you want to re-group in the province you want. Holding down on the shift key and the left mouse button, lasso/draw a circle around the unit's sprite or counter. You will have a list of units in the left panel. CTRL-shift click off any unit you do not want in the new group. Hit the merge button (at the bottom of that left panel) to create your new formation.

NOTE: You can not create air formations of more than 4 units

How do I perform a 'blitzkrieg' attack?

Select the formation you wish to make an "exploiting" attack with. Right click on the first province you wish to attack. Now hold down on the shift key and right click on a target deeper into enemy territory.

With this type of attack, your unit does not need to wait for 24 hours before renewing its assault. It will immediately attack the "deeper" defender after it defeats the defender of the first province.

What is the difference between ministers that give intelligence bonus and army intelligence bonus?

Army intelligence will provide more information regarding enemy troops in adjacent provinces. If your army intelligence and decryption tech are low, instead of seeing the exact number of divisions, you will only see rough estimate of it. Intelligence provides bonus to random events such as the ability to steal blueprint from the enemy.

Can you get energy from nuclear plants? And what does the nuclear plant tech description mean by "get 50% more energy in" nuclear plant?

No, that tech increases the effect of nuclear plants with 50% (faster nuclear research and nuclear bomb building), it's simply a bad description.

How much of a province resources and industry do you get when you occupy a province? And what do you gain by annexing the former owner of the province?

You only receive 20% (+ any minister bonus, foreign IC use) of the industrial output of an occupied or annexed area. You receive 50% of base resources in annexed territory and 40% in occupied territory. Other modifiers for resources are discussed in this thread and summarized below:

- All Machine Tool Techs apply accordingly. (+5%; 3-times)
- The peacetime modifier applies accordingly 
(for those countries having one like US or UK).
- Random event effects of +1% each for "Private Initiative"
and "Government nationalizes private sector").
- Resource modification due to difficulty levels
(+40%, +20%, 0, -20%, -40% - for v.easy, easy, normal, hard, v.hard).

You gain nothing in IC, and just a few more resources, by annexing, but the occupied TC drain is removed for annexed countries and base partisan levels are reduced.

UNLESS you have cores in the area, in which case you receive 100% instead for these national provinces for everything (IC, manpower, and resources). Use the Diplomatic Map (map-option-button to the lower left, not the Diplomacy Screen) and then click on any of your own provinces, to find out if you have any neighbours with cores, it will highlight your country in medium-green, your allies in light-green, and any Cores you have in opposing countries in dark-green.

How do Convoys work?

Convoys will usually work fine by clicking on automatic. If you want to manage them yourself:

1) the minimum number is set by the distance that the convoy has to travel

2) that minimum is doubled for supply convoys

3) if you meet the minimum, the number convoyed is 5 for each ticked off box

4) when you go beyond the minimum, each additional convoy carries 2x

5) You can verify the math by looking at the convoy details which will tell you how much has been shipped.

6) Convoys will continue until you have about 10 days supply stockpiled in that area. Convoys are then sent on an as needed basis.

Game Play FAQ

Game Play

Does the game have to end on January 1, 1948?

No. There is a utility to remove the end date.

Can I turn off fog of war?

Yes. Press F12 and type in 'nofog' (without quotes). Press ctrl + F12 to close the console screen.

Why do I keep getting 'Great War Demonstrations' as Germany?

You need to read the text of the event. The demonstrations will stop as soon as you send a land unit into Cologne.

How do I delete old saved games?

Unfortunately, there is no way to do so within the game itself. Instead, just open windows explorer and navigate to the save games folder. The default is c:\program files\paradox interactive\hearts of iron 2\scenarios\save games. Each save game has two parts, a *.eug and a *.cfg. Delete both of these files for each save game you want to remove.

To make this process easier in the future, create a shortcut to the above directory on your desktop or other convenient location.

How do I re-organize (air) units?

Select a unit of the type (air/land/sea) you want to re-group in the province you want. Holding down on the shift key and the left mouse button, lasso/draw a circle around the unit's sprite or counter. You will have a list of units in the left panel. CTRL-shift click off any unit you do not want in the new group. Hit the merge button (at the bottom of that left panel) to create your new formation.

NOTE: You can not create air formations of more than 4 units

How do I perform a 'blitzkrieg' attack?

Select the formation you wish to make an "exploiting" attack with. Right click on the first province you wish to attack. Now hold down on the shift key and right click on a target deeper into enemy territory.

With this type of attack, your unit does not need to wait for 24 hours before renewing its assault. It will immediately attack the "deeper" defender after it defeats the defender of the first province.

What is the difference between ministers that give intelligence bonus and army intelligence bonus?

Army intelligence will provide more information regarding enemy troops in adjacent provinces. If your army intelligence and decryption tech are low, instead of seeing the exact number of divisions, you will only see rough estimate of it. Intelligence provides bonus to random events such as the ability to steal blueprint from the enemy.

Can you get energy from nuclear plants? And what does the nuclear plant tech description mean by "get 50% more energy in" nuclear plant?

No, that tech increases the effect of nuclear plants with 50% (faster nuclear research and nuclear bomb building), it's simply a bad description.

How much of a province resources and industry do you get when you occupy a province? And what do you gain by annexing the former owner of the province?

You only receive 20% (+ any minister bonus, foreign IC use) of the industrial output of an occupied or annexed area. You receive 50% of base resources in annexed territory and 40% in occupied territory. Other modifiers for resources are discussed in this thread and summarized below:

- All Machine Tool Techs apply accordingly. (+5%; 3-times)
- The peacetime modifier applies accordingly 
(for those countries having one like US or UK).
- Random event effects of +1% each for "Private Initiative"
and "Government nationalizes private sector").
- Resource modification due to difficulty levels
(+40%, +20%, 0, -20%, -40% - for v.easy, easy, normal, hard, v.hard).

You gain nothing in IC, and just a few more resources, by annexing, but the occupied TC drain is removed for annexed countries and base partisan levels are reduced.

UNLESS you have cores in the area, in which case you receive 100% instead for these national provinces for everything (IC, manpower, and resources). Use the Diplomatic Map (map-option-button to the lower left, not the Diplomacy Screen) and then click on any of your own provinces, to find out if you have any neighbours with cores, it will highlight your country in medium-green, your allies in light-green, and any Cores you have in opposing countries in dark-green.

How do Convoys work?

Convoys will usually work fine by clicking on automatic. If you want to manage them yourself:

1) the minimum number is set by the distance that the convoy has to travel

2) that minimum is doubled for supply convoys

3) if you meet the minimum, the number convoyed is 5 for each ticked off box

4) when you go beyond the minimum, each additional convoy carries 2x

5) You can verify the math by looking at the convoy details which will tell you how much has been shipped.

6) Convoys will continue until you have about 10 days supply stockpiled in that area. Convoys are then sent on an as needed basis.

Games Exported from Victoria

Note: the Following is a Copy-pasting of the page on exporting games from the Victoria: Empire Under the Sun wiki.

Basics

What is an exported game?

An "exported game" is a finished Victoria:Revolutions game that has been converted into a Hearts of Iron II one. It begins where the Victoria game ended; the started date is always January 1st, 1936 unless the file has been manually edited by the user.

How do I export a game (from Victoria to HoI2)?

Once you finish your Vicky game, you will see that there's an "export" option at the end game pop-up (not the screen after that). Click on that button and proceed to save the game. Then, go to your exported games folder (scenarios -> save games). Each exported file will begin with the name of the nation you were playing with when the game ended, along with HoI2 start date (01/01/1936). Copy the desired file and paste it in your Hearts of Iron II save games folder.

Will the exported game look the same as it did on Victoria?

Naturally, no. Because Hearts of Iron uses very different units, settings, province positioning (and so on) then many conversions will take place. Outlining the differences is what this article will mostly focus on. Knowing them beforehand can make your life much more tranquil when you decide to carry on that Victoria game within the realms of Hearts of Iron II.


Changes, conversions, differences and so on

Provincial Division

Because Hearts of Iron's provinces are divided differently than those in Victoria, your borders may look slightly different in HoI2. Some provinces are larger, others are smaller, and a few are inexistent in a game or the other. Per instance, if A owns province X and B owns province Y and Z; and XYZ is one sole province in HoI2, then B will control it completely. Or, if B owns K, and in HoI2 K is divided into L, M and N, B will have control over them all.

Claimed territories (with a colonial building) will go to whoever claimed it during the Victoria game.

You can check the exact information about provincial conversion from Vicky to HoI2 in the "vic2hoiprovince.csv" file, located in Victoria's database folder. Each line in the file will contain the following information:

Victoria Province ID;HoI2 Province ID


Countries

Because some countries present in Victoria do not exist in Hearts of Iron and vice-versa, those are converted into other nations present in HoI2. At times, more than a Vicky nation will be converted into the same Hearts of Iron nation (as it happens with the minor Indian states, all of them become India). At other times, a nation will emerge as another (e.g. Tripoli in Vicky turns into Libya).

Custom made nations will not appear in the exported game (an error may bar one from loading the game). The user must modify vic2hoicountry.csv at Victoria's database folder in order to add a proper country conversion. The same folder may be modified as well to alter other countries' conversions. Each line in the file will contain the following information:

Victoria Country Tag;HoI2 Country Tag; Victoria Country Name; HoI2 Country Name;x

Technology

Doctrines in HoI2 correspond to inventions in Victoria. See Army Inventions and Navy Inventions .

Units

forum thread on unit conversions

Note: Infantry and cavalry are converted to the '18 Infantry and '18 cavalry,respectively, unless the own has researched "Modern divisional structure" which makes them the more advanced '36 versions

Gamey tactics

Gamey tactics are shorthand for "game the system", or put in another way, "cheat the system" by means of design flaws or poor AI. Gamey tactics almost always lead to ahistorical and extremely unrealistic results. Classic gamey tactics in HoI2 include:

See also: AI Behaviour‎

Garrison Division

Garrison Divisions (Gar) are second line troops used to safeguard valuable objectives far from the front lines. They lack heavy equipment and transportation, making them immobile except for strategic redeployment. They have limited fighting capability but can be used to free more capable troops for frontline use.

Garrison Division Statistics

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
I. Garrison '18 30 30 1 3 5 1 2 10 100 5 60 10 1 0.5 0 6 10 1.0 1.0 3 3 3 3
II. Garrison '39 30 30 3 4 12 2 7 15 95 5 60 10 1 0.6 0 8 10 0.5 1.0 3 3 3 3
III. Garrison '43 30 30 4 6 16 5 12 25 85 5 60 10 1 0.7 0 10 10 0.5 1.0 3 3 3 3

Brigades allowed

Notes

Garrison Division

Garrison Divisions (Gar) are second line troops used to safeguard valuable objectives far from the front lines. They lack heavy equipment and transportation, making them immobile except for strategic redeployment. They have limited fighting capability but can be used to free more capable troops for frontline use.

Garrison Division Statistics

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
I. Garrison '18 30 30 1 3 5 1 2 10 100 5 60 10 1 0.5 0 6 10 1.0 1.0 3 3 3 3
II. Garrison '39 30 30 3 4 12 2 7 15 95 5 60 10 1 0.6 0 8 10 0.5 1.0 3 3 3 3
III. Garrison '43 30 30 4 6 16 5 12 25 85 5 60 10 1 0.7 0 10 10 0.5 1.0 3 3 3 3

Brigades allowed

Notes

Gearing Bonus

When producing units for your nation, you will receive a Gearing Bonus for each unit you produce in serial . This represents the specialization and tooling of factories to produce large production runs of a given type. As you produce more units of the same type, the amount of time required to produce each consecutive unit is reduced. Anything that can be built in a long run can benefit greatly from the gearing bonus. You might even want to start all unit production in a very long series and then cancel the series when it's no longer needed; this will ensure that you have the option to keep on getting the gearing bonus.

The gearing bonus only affects time to producing units, not the Industrial Capacity cost associated with the unit. It also does not apply to non deployable province improvements produced in serial. Province improvements than can be deployed such as province AA benefit from the gearing bonus; improvements like factories than can not be moved do NOT benefit from the gearing bonus.


A little more info about the effect of gearing.

For comparison here is a short tab of a serial production of BB ships; first column is with full drafted army, second with full standing army setting:


     Drafted Army                     Standing Army
   Days for   Days for            #  Days for   Days for
     series    ship                    series    ship
 1     584      584                1     584      584
 2    1139      525                2    1139      525
 3    1664      497                3    1664      497
 4    2161      467                4    2161      467
 5    2628      438                5    2628      438
 6    3066      409                6    3066      438
 7    3475      379                7    3504      438
 8    3854      351                8    3942      438
 9    4205      321                9    4380      438
10    4526      321               10    4818      438
11    4847      321               11    5256      438
12    5168      321               12    5694      438

For the first 5 ships the bonus is the same, the gearing bonus maxes out at the 9th ship (with slider setting for army in the middle this is the same, at the 9th ship bonus is maxed).

While having the drafted army slider maximized is great for gearing, there are other benefits that make the standing army preferable in most circumstances. Standing army gives more organization and less upgrade time and cost. The last 4 standing army positions also give newly produced units experience.

General Gameplay FAQ

Template:Anthology General Gameplay FAQ

Leaders

Why isn't Rommel in the game in 1936?

Before being promoted to the rank of Major General in September, 1939, Erwin Rommel was first an instructor and then commander of the War Academy in Wiener Neustadt. He is not in the game before 1939 because Major General is the lowest rank the game engine acknowledges.

How come I lose a lot of leaders?

A leader can be killed if he is involved in a battle and the current year is his death year. A leader's death year is contained in the leader files. There are a few tools in utilities section that can remove the death date, but they will only affect future games, not any saved games you may be playing.

I have some leaders left but why they are not assigned to armies with no leaders?

Make sure you turn on auto-assign and wait for one day. If it does not work, then one of these scenarios is true:

Why the leader's experience becomes 0 when I promote him?

It is reset to 0 every time you promote the leader. Also note that the leader's skill is reduced by one point as well with a promotion.

Does the historical promotion date in leader file allow my leader to be auto-promoted at that year?

No, it only determines the starting rank of leaders when the scenario starts.

Units

General Unit Questions

My aircraft/ships never get repaired! What can I do?

You may prioritize units for upgrade/repair by clicking the "Prioritize" checkbox in the bottom left-hand corner of the unit's information window. Units with this option checked will be repaired and upgraded before units without this option checked. It is important to note that ships cannot be upgraded. Also bear in mind that if you prioritize most of your units, you'll still have to wait for the CPU to work through that repair/upgrade queue. Only prioritize the ones you need most. Of course you will need to allocate some IC to your "reinforcements" slider to repair all unit types, even ships.

How to target a specific province with air units?

It is not possible. You can only target an area. However, ground attack and interdiction missions will tend to target provinces where combat is occurring. This can be further encouraged by setting the air units' mission to begin an hour after land combat starts.

How to move garrison to another island?

Move transports (with enough capacity) to the province's port, select the garrison and press the load button. Send the transport to the island you wish to deploy the garrison unit.

Why I can not rebase my aircraft and naval units to my ally's province?

To rebase them, you need to make sure that the province has naval or air base. Moreover, it is not possible to do that during peace time. You must be at war to use an ally's bases.

How do I strategically redeploy units?

The following requirements must be satisfied for Strategic Redeployment (SR):

Select the unit(s). Hold ctrl + right click in the destination province. For garrisons, a simple right click will do.

How to perform airborne assault?

Airborne assault is a mission that must be completed using paratrooper division and transport plane. Each transport plane can carry one airborne division. To be able to perform the mission, the following conditions must be satisfied:

I'm unable to rebase planes onto my carriers! What's wrong?

Unlike in original HoI, in Hearts of Iron 2 you cannot place aircraft squadrons on carrier vessels (CV). There is special brigade attachment called "Carrier Air Group" (CAG) that represents planes carried by carrier ships. You must build and deploy CAG's (like other brigades) to take full advantage of carriers. Note that only in Doomsday, there is a new light carrier unit which is built with it's own small air component and to which a CAG can not be attached.

Why doesn't my HQ double the command limit for my leaders?

HQ must be commanded by a General or Field Marshall in an adjacent province to have any effect. HQ allow you to have more div attacking, but they do not allow you to exceed the rank formation capacities of 1, 3, 9, and 12 div. For more information on HQ range, please refer to this guide . For a comprehensive review of land combat and HQ, review Land Combat Efficiency FAQ .

How to select more than one air groups?

Select one air group and hold the shift key while drawing a box (hold left mouse button and drag it) around the air base icon.

Why can't I merge certain air groups together?

In 1.2 there is a limit of 4 divisions in an air group. This parameter can be changed in the \db\ misc.txt file.

NOTE: Currently, in 1.3a, the above limitation applies only to the human player and not the AI. If you undo "fog of war" you will see stacks ranging from five to ten, sometimes higher. To test this, try saving the game and reloading as another nation. If the nation you've selected has a large air force, then in the game log you will immediately see a list of squadrons being "reassigned" as this rule is implemented due to you taking control. It remains unclear whether this is a bug or a design decision.

What is the purpose of higher ranked air leaders when there is a limitation of 4 air units to a formation?

If more than 4 air units engage in one combat, you get an over command max penalty of -25 for each unit above the leader's rank command capacity. Two air groups of four fighting in the same air space would need either an Air General or an Air Marshall leading one of the two groups. With Lt Gen in charge of each group, four of the eight air units would get this penalty.

Is it better to create homogenous or mixed stacks?

This question can be applied to stacks of troops or their brigades, and it has everything to do with speed. Homogenous troop stacks should always be better, so they maintain the speed of the movement. Once you have a homogenous troop stack, it helps to have specialized roles sometimes, especially when it comes to engineering squads (which raise the speed of movement again), and allow the entire stack to storm across rivers, or artillery (which lowers speed of all by 1, but adds great attack bonuses). When it comes to defence, you can mix AA, and AT and even police. "Just remember the movement speed" is the best answer here.

Why can't my troops dig in?

You need the 1936 basic construction engineering tech. Your troops can not dig in while you are at peace. They automatically start digging in when you are at war. If they move or attack or support attack, they lose their dug in status and then have to start digging in again.

Upgrades

Can I upgrade ships?

No, you can not. You may only upgrade land and air units as well as brigade attachments. Carrier Air Groups (CAG) attached to carriers (or in your TC pool) can be upgraded. The Armageddon expansion introduced naval brigades which can enhance the stats of the ships they're attached to. Those - like all other brigades - can be upgraded normally.

Why is my light armor upgraded to medium armor?

After you researched basic medium armor, they will be upgraded automatically since medium armor has superior statistics compared to light armor. Even speed for medium armor divisions is better than light armor.

Reinforcements

Why do I suffer so much Manpower-Drain during the winter?

This is a bug, which was fixed in patch 1.2.

If you ever attacked the Soviet Union during the winter, you will notice this. The MP drains very fast. According to this thread , it is a bug that can by circumvented by stopping reinforcements during winter. The attrition damage will be much lower and the troops can survive the winter.

Technology and Research

How many tech teams slots can a country have?

Countries can have a maximum of 5. Each country starts with one. For every 20 base IC (modifiers do not matter for this), a country gets 1 more tech team slot. 20 to 39 base has two slots, 40 to 59 base has three slots, 60 to 79 base has four slots, and 80+ means the maximum of 5 slots.

Why isn't Rolls-Royce in the game?

From Johnny Cannuck :
In terms of Rolls-Royce, the decision was made to exclude it on the basis that the major British aircraft manufacturers were already included, such as Supermarine. Not having Rolls-Royce does not in any real way affect the ability of the British to research aircraft techs.

This same theory also applies to other tech teams, organizations, and corporations that exist in the real world but are not present in the game. Oftentimes, they simply duplicate what is already in a nation's tech team list and do not add anything new to the nation's ability to research tech. This is most commonly seen in tech tree branches that are linear, like nuclear research or synthetic oil production. You may only research one of these techs at a time, so there is really no need for other teams in the game that have the same skills.

What effect does blueprint have?

It halves the research time.

What is the difference between blue and red specialties?

Red denotes doctrines.

Why the last part (fifth) of the research sub-topic seem to take longer time than the others?

The last part of many research categories take twice as long as the other sub-topics. Unfortunately there is no sure-fire in-game way of knowing whether a particular category has a double_time last component. Although a good rule of thumb is that if the last component is named either "prototype" or "processes" it will take twice as long as normal. Version 1.2 highlights the difficult component with a very high value e.g. 20.

What effect does it have if I have research team with matching specialty with my research topic?

The sub-topic that uses that matching specialty will have the research time halved. There is much more information available in the Research guide.

What's the deal with oil conversion techs?

See the primer on Energy_to_Oil_Conversion .

What do Encryption/Decryption technologies actually do?

The Army Detection chance modifiers affect your ability to see what type of units and exactly how many your enemy has. That is, if your decryption is higher than the enemy's encryption, you gain information on unit composition, numbers, etc, and it works in reverse as well, hiding the true composition of your forces from the enemy.

Surprise Chance modifiers are applied to combat efficiency. When you attack a territory, you may surprise your enemy, gaining a 20% bonus. You may check for this bonus by holding the cursor over any unit in combat.

IntOp Chance modifiers are used to determine various events within the game, such as stealing blueprints, sabotage events, and assassination attempts. The true mechanism for triggering these events remains a mystery.

Province Improvement

Where is the best place to build a new factory?

In provinces with high infrastructure factories will be completed faster than in lower ones.

If you are playing DD this does not apply. A factory built in a 40% infra province will be built in exactly same time as in a 100% infra province.

Does increasing infrastructure also increase the resource output of the province?

No.

Some players have claimed that in a handful of low-infrastructure (eg. 20), high resource-yield provinces, you can increase resource yield by increasing infrastructure, but this has never been verified. Note that the machine tool techs increase both IC and resource production, so when players see resource increases, it would more likely be due to the machine tool tech rather than to increasing infrastructure.

There is very little you can do to increase resource extraction except to liberate puppets since puppets are limited to 1000 of each resource and give their master the excess. A formula explaining the resource extraction parameters is given in this thread: Formula for resources from non-national provinces . Resource extraction can go down due to strategic bombing and to battle damage; pause over one of the resource icons to see the current and maximum %.

What is the difference between size 1 and size 10 airbase/navalbase?

All bases can hold as many divisions/ships as you care to put there. The size of the base determines how fast those units regain organization and strength. Units based in a facility above its size capacity will regain organization and strength at a much lower rate.

What is the purpose of radar station?

The functions are:

What do Rocket Test Facilities and Nuclear Reactors do?

Both of these techs reduce the amount of time needed to research Rocketry and Nuclear Research respectively. The more test facilities/reactors you have, the less time it takes to complete research in those fields. In addition, a nuclear reactor of sufficient size is needed to build an atomic bomb.

More information on the effects (including a statistical breakdown) these facilities can be found in the Research guide.

Diplomacy

Where is the option to puppet a nation?

Unlike in previous Paradox games, puppeting is no longer an explicit option in the diplomacy menu. You now have to go to "Sue for Peace", then "Insist on Demands", and puppeting is available as a checkbox option.

Why can't I trade blueprints?

You may only trade blueprints with allied nations, your puppets or your puppet master (as the case may be) that have not researched the technology yet.

Why can't I trade provinces?

You may only trade provinces with allied nations.

Playing as Germany, how to increase Italy's chance to join my alliance?

It is necessary to conquer Belgium's European provinces as well as Paris to encourage Italy joining Axis.

Playing as Germany, how to increase Hungary's chance to join my alliance?

Hungary is not at war and at least one of these conditions must be true:

Playing as Germany, how to increase Romania's chance to join my alliance?

Romania is not at war and at least one of these conditions must be true:

Playing as Germany, how to increase Finland's chance to join my alliance?

Finland is not at war and at least one of these conditions must be true:

Playing as Germany, how to increase Bulgaria's chance to join my alliance?

Bulgaria is not at war and at least one of these conditions must be true:

Playing as Germany, what nations may join my alliance via event?

As Germany the nations you can get alliances with via events are : Croatia, Austria, Hungary, Czechoslovakia, Slovakia, USSR.

Production

Why doesn't the build time/cost change when I change ministers or research a new tech?

Any modifier that affects build time and IC cost, such as a minister change, an assembly-line tech, or event, has no effect on what is already in the build queue. New production orders created after the change will take into account any sort of time/cost modifiers. As of the 1.2 patch in the HoI2:Doomsday expansion, build times and costs do change.

Why do I have a red number in my factory information display?

A red number indicates you have some wasted industrial capacity .

Transport Capacity

Transport Capacity (TC) is described in the TC tooltip rollover as trucks trains and river barges which are used to supply your armed forces with fuel and supply. TC is an abstract number as it is primarily based upon Industrial Capacity. The various modifiers that affect TC are shown in the tooltip:

TC is a direct function of IC – each point of IC gives you 1.5 TC

Note that IC for the TC calcuation is overall IC - it is not base IC. Multiply your overall IC by the two modifiers (technology and minister) and then by your infantry supply techs to get your Transport Capacity number. Ex.: multiply overall modified IC of 349 by 1.5 and then by 1.3 if you have the three infantry supply techs to get 681 TC.

The tooltip then repeats the overall TC status by displaying Used TC and Available TC. That line is followed by a list of modifiers that affect the TC calculation:


The net effect of these modifiers are calculated and shown as:

== Current supply efficiency: 100.00%

Also note that convoys used for oversea resources and units are NOT part of the TC calculation. TC is very abstract as it is primarily based upon Industrial capacity. If convoys were used for countries like Japan , UK , and USA as part of the TC calculation, that would also severely handicap those countries that have to operate overseas and make a difficult situation almost impossible to handle within the game.

Technologies

Each of the following technology's has a positive +10% TC modifier:

What happen if my TC is overloaded (displayed in red)?

Your troops will have lower supply efficiency , they gain org slower and thier speed will be reduced.

Further Information

Refer to the Transport Capacity and Supply Efficiency FAQ for more information.

Transport Capacity in HOI2 v1.3

Partisan and Dissent

Why do I have a high dissent level?

Some of the causes:

How to reduce dissent?

Dissent can be reduced by increasing the production of consumer goods. Certain events also reduce dissent level.

How to reduce partisan level?

Reduce any dissent and put garrisons with MP brigades in high partisan activity provinces. Make sure to set the garrison's mission to 'anti-partisan duty'.

Will occupied/annexed non national provinces have 0% partisan level?

No.

Will occupied/annexed provinces ever reach 0% partisan level?, and stay there without any units nearby?

No. In 1.3 base partisan levels do not decrease but instead will slightly increase over time. You get the lowest base partisan level when accepting events like Vichy (2%). Annexed territory has a much higher base partisan level (25% for Germany) while occupied territory has the highest base (33% for Germany).

Garrison divisions or garrison divisions with military police (MP) brigades on antipartisan missions are the best way to reduce partisan levels.

In previous versions of the game (1 thru 1.2), partisan levels in annexed territory would gradually reduce to 2%.

Game Play

Does the game have to end on January 1, 1948?

No. There is a utility to remove the end date.

Can I turn off fog of war?

Yes. Press F12 and type in 'nofog' (without quotes). Press ctrl + F12 to close the console screen.

Why do I keep getting 'Great War Demonstrations' as Germany?

You need to read the text of the event. The demonstrations will stop as soon as you send a land unit into Cologne.

How do I delete old saved games?

Unfortunately, there is no way to do so within the game itself. Instead, just open windows explorer and navigate to the save games folder. The default is c:\program files\paradox interactive\hearts of iron 2\scenarios\save games. Each save game has two parts, a *.eug and a *.cfg. Delete both of these files for each save game you want to remove.

To make this process easier in the future, create a shortcut to the above directory on your desktop or other convenient location.

How do I re-organize (air) units?

Select a unit of the type (air/land/sea) you want to re-group in the province you want. Holding down on the shift key and the left mouse button, lasso/draw a circle around the unit's sprite or counter. You will have a list of units in the left panel. CTRL-shift click off any unit you do not want in the new group. Hit the merge button (at the bottom of that left panel) to create your new formation.

NOTE: You can not create air formations of more than 4 units

How do I perform a 'blitzkrieg' attack?

Select the formation you wish to make an "exploiting" attack with. Right click on the first province you wish to attack. Now hold down on the shift key and right click on a target deeper into enemy territory.

With this type of attack, your unit does not need to wait for 24 hours before renewing its assault. It will immediately attack the "deeper" defender after it defeats the defender of the first province.

What is the difference between ministers that give intelligence bonus and army intelligence bonus?

Army intelligence will provide more information regarding enemy troops in adjacent provinces. If your army intelligence and decryption tech are low, instead of seeing the exact number of divisions, you will only see rough estimate of it. Intelligence provides bonus to random events such as the ability to steal blueprint from the enemy.

Can you get energy from nuclear plants? And what does the nuclear plant tech description mean by "get 50% more energy in" nuclear plant?

No, that tech increases the effect of nuclear plants with 50% (faster nuclear research and nuclear bomb building), it's simply a bad description.

How much of a province resources and industry do you get when you occupy a province? And what do you gain by annexing the former owner of the province?

You only receive 20% (+ any minister bonus, foreign IC use) of the industrial output of an occupied or annexed area. You receive 50% of base resources in annexed territory and 40% in occupied territory. Other modifiers for resources are discussed in this thread and summarized below:

- All Machine Tool Techs apply accordingly. (+5%; 3-times)
- The peacetime modifier applies accordingly 
(for those countries having one like US or UK).
- Random event effects of +1% each for "Private Initiative"
and "Government nationalizes private sector").
- Resource modification due to difficulty levels
(+40%, +20%, 0, -20%, -40% - for v.easy, easy, normal, hard, v.hard).

You gain nothing in IC, and just a few more resources, by annexing, but the occupied TC drain is removed for annexed countries and base partisan levels are reduced.

UNLESS you have cores in the area, in which case you receive 100% instead for these national provinces for everything (IC, manpower, and resources). Use the Diplomatic Map (map-option-button to the lower left, not the Diplomacy Screen) and then click on any of your own provinces, to find out if you have any neighbours with cores, it will highlight your country in medium-green, your allies in light-green, and any Cores you have in opposing countries in dark-green.

How do Convoys work?

Convoys will usually work fine by clicking on automatic. If you want to manage them yourself:

1) the minimum number is set by the distance that the convoy has to travel

2) that minimum is doubled for supply convoys

3) if you meet the minimum, the number convoyed is 5 for each ticked off box

4) when you go beyond the minimum, each additional convoy carries 2x

5) You can verify the math by looking at the convoy details which will tell you how much has been shipped.

6) Convoys will continue until you have about 10 days supply stockpiled in that area. Convoys are then sent on an as needed basis.

General Modding FAQ

Q : What do I need to edit to make a new Country?
A : Making a new country from scratch is alot of work. First you would need to Hearts of Iron 2\config\world_names.csv and make change the entry for one of the userdefined countries (U00 - U19) to what you want your new country to be called. Now you take the tag for the country you just named and place it in the list of selectable nations in the Scenario File you wish to use it in. Now you must make a .inc File for that nation. You must also place an entry for that nation Hearts of Iron 2\db\revolt.txt that lists core provinces and the nations Capital. Finally you must place a sheild in Hearts of Iron 2\GFX\map\shields and a flag in Hearts of Iron 2\GFX\map\flags

Q : What about Ministers and Leaders?
A : You must make a Minister File and Leader File for that country. Your tag is the User-Defined tag that you changed into your country in world_names.csv

Q : Where do the pictures for events go?
A : Hearts of Iron 2\GFX\events_pics

Q : How do I change the amount of provinces required to liberate a nation
A : Go to Hearts of Iron 2\db\revolt.txt , Search for the tag of the country which you wish to change. The date and expiry date are the years that the country becomes available to liberate and stops being liberatable. The minimum field is the minimum amount of provinces required the liberate that nation, the nation wil always get these provinces upon being liberated and you will need all of them to liberate it. The extra field is extra provinces that the nation can receive if you control them. If you do not control them, then the liberated nation will instead get national claims on them. The Capital is the liberated nation's capital. intrinsic_gov_type means that only nations of that type may liberate this nation. It also means that if a nation which this liberatable nation has cores in/on is couped by that a governemnt of that type, it will become this liberatable nation. You may comment things out in revolt.txt

Q : I see something like EVT_2200_DESC. What does that mean?
A : I means that piece of text was exported to a config file, In Hearts of Iron 2\config you export long pieces of text for easy use. When looking for exported text, click on the corresponding .csv file to the file you where modding. That is, Exported event text is in event_text while exported tech text is in tech_names. You can also edit and change game text with .csv files.
You can export something of your choosing, in three easy steps:
1. Determine what the export name is to be.
2. Place that name, followed by a semi-colon.
3. Place the text you want to export.
A semi-colon after the exported text is the exported text that will be used in different versions of the game. (IE: One semi-colon after the exported text is the exported text that will be used in the French version of Hoi, While the semi-colon after that is the version that will be used in the German version.)

Q : How do I change each countries Politcal Map-mode color?
A : Go to Hearts of Iron 2\db\country.csv , Search for the tag of the country you want to change, and change each color. Beware that some colors are not what they see, For Example, Light green is more of a Mint-white.

Q : I made an Event Picture/Minister Photo/Leader Photo and it's all streched out!
A : It's too big. See Modding Graphics

Q : How do you add a new unit type?
A : You don't. Unit types are hardcoded, apparently.

German Ministers

Only Fascists, Paternal Autocrats, and National Socialist leaders are listed below.

Foreign Minister

Great Compromiser
Constantin von Neurath - 1936, Albert Dufour-Feronce - 1938, Constantin von Neurath - 1939(listed twice), Franz von Papen - 1940
Iron Fisted Brute
Joachim von Ribbentrop - 1937, Arthur Seyss-Inquart - 1945
The Cloak N Dagger Schemer
Joseph Goebbels - 1942, Oskar Meissner - 1942, Ulrich von Hassel - 1943
Ideological Crusader
Friedrich-Werner von der Schulenberg - 1942, Alfred Rosenberg - 1943, Carl Melchior - 1945
Apologetic Clerk
Wilhelm Waetzoldt - 1938, Johann Schwerin von Krosigk - 1945(also listed twice, same year)
Biased Intellectual
Ludwig Kastl - 1936
General Staffer
Thomas Mann - 1936

Armaments Minister

Infantry Proponent
Werner von Blomberg - 1936, ;Franz Xaver Ritter von Epp - 1936, Kurt Daluege - 1940, Fritz Saukel - 1942, Claus von Stauffenberg - 1944
Strategic Air Proponent
Rudolf Hess - 1936
Administrative Genius
Hjalmar Schacht - 1936, Hjalmar Schacht - 1939(listed twice), Albert Speer - 1942(listed twice)
Laissez Faire Capitalist
Fritz Thyssen - 1936, Friedrich Flick - 1938, Alfried Krupp - 1939
Air To Ground Proponent
Hermann Göring - 1938
Resource Industrialist
Franz Xavier-Schwarz - 1936, Johann Schwerin von Krosigk - 1936, Julius Curtius - 1936, Konstantin Hierl - 1936, Alfred Hugenberg - 1936, Fritz Todt - 1938, Walter Funk - 1939, Johannes Popitz - 1943, Lutz von Schwerin-Krosigk - 1945
Military Entrepreneur
Franz Seldte - 1936, Walter Darré - 1939, Carl Friedrich Goerdeler - 1940, Oswald Pohl - 1943, Fritz Tornow - 1944, Karl Otto Saur - 1945
Battle Fleet Proponent
Max Amann - 1941
Corrupt Kleptocrat
Robert Ley - 1936
Submarine Proponent
Hans-Georg von Friedeburg - 1942, Karl Dönitz - 1944
Tank Proponent
Gustav Krupp - 1936, Paul Lejeune-Jung - 1938
Theoretical Scientist
Georg Thomas - 1940
Air Superiority Proponent
Xaver Dorsch - 1944

Minister of Security

Prince of Terror
Wilhelm Frick - 1936, Kurt Daluege - 1936, Reinhard Heydrich - 1936, Heinrich Himmler - 1938, Wilhelm von Gayl - 1938, Heinrich Müller - 1943
Compassionate Gentleman
Ernst Trendelenburg - 1936, Alfred Hugenberg - 1936, Viktor Lutze - 1939, Hans Frank - 1941, Fritz von Schulenburg - 1942, Franz von Papen - 1945, Werner Naumann - 1945, Franz von Papen - 1946(listed twice)
Man of the People
Walter Buch - 1937, Joseph Goebbels - 1942, Josef Wirmer - 1942, Arthur Axmann - 1945
Silent Lawyer
Karl Sack - 1936, Franz Gürtner - 1936, Arthur Seyss-Inquart - 1943
Back Stabber
Johann von Bernstorff - 1936, Karl Hanke - 1944
Crime Fighter
Rudolf Diels - 1936, Otto Georg Thierack - 1942, Arthur Nebe - 1942, Roland Freisler - 1942, Henning von Tresckow - 1944
Efficient Sociopath
Heinrich Müller - 1939, Walter Schellenberg - 1939, Paul Giesler - 1945

Minister of Intelligence (HoI2) / Head of Military Intelligence (Doomsday, Armageddon)

Dismal Enigma
Wilhelm Canaris - 1936, Walter Schellenberg - 1940, Wilhelm Canaris - 1944(listed twice)
Naval Intelligence Specialist
Hans-Georg von Friedeburg - 1942
Technical Specialist
Georg Hansen - 1940, Wilhelm Frick - 1944
Logistics Specialist
Carl von Schubert - 1936, Ernst Kaltenbrunner - 1944, Baldur von Schirach - 1944
Political Specialist
Oskar von Hindenburg - 1936, Otto Strasser - 1938, Martin Bormann - 1944
Industrial Specialist
Hans Oster - 1939, Hjalmar Schacht - 1945

Chief of Staff

School of Manoeuvre : Ludwig Beck - 1936, Erich von Manstein - 1942, Erwin Rommel - 1943, Julius Ringel - 1944

School of Fire Support : Erich Hoepner - 1937, Franz Halder - 1938, Erwin von Witzleben - 1941, Walther von Reichenau - 1941, Ernst Busch - 1945

School of Psychology : Fritz Bayerlein - 1936, Alfred Jodl - 1939

School of Mass Combat : Adolf Heusinger - 1942, Heinz Guderian - 1944

School of Defence : Wilhelm Grüner - 1936, Kurt Zeitzler - 1942, Hans Krebs - 1945

Chief of Army

Armoured Spearhead Doctrine : Werner von Fritsch - 1936, Walther von Brauchitsch - 1938, Wilhelm Keitel -1940, Erich Hoepner - 1942, Paul Hausser -1944

Guns and Butter Doctrine : Werner von Blomberg - 1937, Kurt von Hammerstein-Equord - 1939, Julius Ringel - 1942

Decisive Battle Doctrine : Walter von Lüttwitz - 1936, Fedor von Bock - 1939, Adolf Hitler - 1942, Günther von Kluge - 1942

Elastic Defence Doctrine : Erich Ludendorff - 1936, Ferdinand Schörner - 1945

Static Defence Doctrine : Erwin von Witzleben - 1943

For more discussion about selecting Chief of Staff and Chief of Army see this thread: opinions on Chief of Staff and Chief of Army

Chief of Navy

Decisive Naval Battle Doctrine : Erich Raeder - 1936, Ludwig Fulda - 1936

Indirect Approach Doctrine : Karl Dönitz - 1939, Walter Warzecha - 1942

Open Seas Doctrine : Alfred Saalwächter - 1936, Conrad Albrecht - 1939, Wilhelm Marschall - 1941, Hans-Georg von Friedeburg - 1944

Base Control Doctrine : Gustav Kieseritzky - 1940, Kurt Freiwald - 1945

Chief of Air Force

Army Aviation Doctrine : Hermann Göring - 1936, Karl Koller - 1936, Otto Dessloch - 1939, Ernst Udet - 1940, Hans-Jürgen Stumpff - 1944

Carpet Bombing Doctrine : Hugo Sperrle - 1939

Air Superiority Doctrine : Carl Friedrich von Siemens - 1936, Ulrich Grauert - 1936, Eberhard Milch - 1942, Robert Ritter von Greim - 1944, Hans Ulrich Rudel - 1949

Vertical Envelopment Doctrine : Albert Kesselring - 1944

Naval Aviation Doctrine : Wilhelm Oxenius - 1945

Germany

Germany is a major power in almost every scenario, and is the leader of the Axis powers. Germany is the most powerful of the traditional Axis countries and is also the most commonly played.

Overview

For strategic guidance for playing Germany, see the Germany Strategy Guide .

Territory

Germany begins with a dominant territorial position in Central Europe.

Resources

Germany is strong in most resources with a couple of notable exceptions.

Natural resources

Natural resources are plentiful, with sizeable surplus level of energy (from Germany's huge coal reserves). Oil is however almost non-existant, although during peacetime at least, Germany should be able to trade for whatever she needs and maintain growing stockpiles in all areas.

Due to Germany's hungry industrial base, rare materials are in short supply despite production. Prolonged wars will eventually starve the industry if trade can not be maintained for rares.

Germany has a large population which should be able to maintain most military building strategies well into a war, but heavy casualties will eventually drain her. Germany does well to build units which economize on manpower as main combatants, as the need for infantry and garrisons to fill in behind advances will require large amounts later.

Initial stockpiles are 1000 energy , 1000 metal , 500 rare material , 500 oil , 500 supplies , 70 money , and 850 manpower

Industry

Germany has a powerful industrial base, although it is concentrated in a few vulnerable areas of the country. Once Germany expands beyond her borders these will be harder for enemies to target, but will still need to be protected against strategic attack. As long as it is well fed, Germany's industry should be able to maintain healthy production of supplies and new units to support offensives, but if it falters, Germany will feel the pinch quickly. A side benefit is the large transportation capacity resulting from her IC level, although this will be necessary once Germany's empire expands and occupation of territory bleeds the TC level.

Infrastructure

Germany's basic infrastructure is superb, at 100% over nearly her entire territory (only Oppeln is at 80%). This allows rapid movement between east and west front.

Airbases are maintained throughout the country, although the number of full size airbases leaves room for growth. Besides Berlin, Breslau and Konigsberg are the only two airbases in the east, although both are level 10. Kassel and Munich are the only two other full size airbases. Six level 4 bases exist, with Rostock , Kiel , and Wilhelmshafen covering the north while Essen , Frankfurt-am-Main , and Stuttgart watch the west. Germany can look forward to peaceful acquisition of Vienna , a level 10 airbase, as well as Innsbruck (level 4), Prague (level 3) and Memel (level 1).

Naval facilities are quite good for such limited coastline, with two full size ports facing the North Sea at Kiel and Wilhelmshaven , and two further full size harbors at Rostock and Konigsberg on the Baltic Sea .

Military

Germany has a capable military in 1936. It is only of moderate size, with little advanced equipment, but all infantry are to current standard, and organization levels are very high for the period. The navy is incapable of substantial operations at this stage, but the air force is ready to begin supporting the army.

Static defenses

German static defenses are inadequate to provide much help against ground or air units. Germany should be on the offensive however, so the weak ground fortifications won't be greatly needed. The West Wall gives Germany a level one land fort in Aachen , Cologne , Saarbrucken , Stuttgart , and Freiburg . This won't stop anyone, but for the thin line left to face France while German forces mount attacks elsewhere, it is at least some help.

Antiaircraft defenses are scattered throughout the country, with more to the west. These will need to be beefed up if the Allies begin any kind of strategic air campaign. Major flak centers are Konigsberg (4), Essen (3), and Frankfurt-am-Main (3). Smaller flak nests (level 2) are stationed in Berlin , Munich , Stuttgart , Saarbrucken , Dortmund , Kassel , Magdeburg , Breslau , Rostock , Hamburg , and Wilhelmshafen . Level one defenses are found in Kiel , Lubeck , Leipzig , and Nuremburg .

Army

Germany's army is of moderate size (#8 in the world), but very good quality. The heart of the army is its infantry, with 36 divisions (#3 in the world) of infantry divided amongst a dozen corps spread through the country. These are bolstered by a mix of brigades (4 artillery brigades , 3 antitank brigades , 2 engineer brigades and an antiaircraft brigade ). while Germany's industry provides a strong engine for steady growth, high organization levels give German units good capabilities early.

Germany's armored force is small but not bad compared to some competitors (#3 in the world). Its three type I light divisions are not very capable in 1936, but are the basis for Germany's future panzer juggernauts, and should be gaining experience, as they can be upgraded to regular armor later.

A single headquarters ( type I ) is located in Berlin to begin with in 1936, and Germany will undoubtedly need more.

Germany has a strong stable of land commanders to begin with. See Generals of Germany for more info.

Air Force

Germany's air force is designed for tactical support of the land forces. Thus it begins 1936 with a force of 8 tactical bomber units and 3 interceptors for the job. All of these units are type I, but both types may be upgraded immediately.

Navy

Germany's navy is of limited combat value outside of the Baltic Sea. It is led by two battlecruisers , but both are Great War vintage, as are the three destroyer flotillas that accompany them in the Baltic Fleet. A more modern cruiser force is at hand, with two improved heavy cruisers and an improved light cruiser in the fleet as well as four basic light cruisers. One early light cruiser and a flotilla of early destroyers round out the surface fleet.

Germany also has the seeds of a submarine force, although the boats it begins with are limited. Two short-range flotillas and a single dive boat flotilla are in service to begin with.

Underway production will add another improved heavy cruiser, an early destroyer flotilla, and a short-range submarine flotilla to the fleet within the first three months of 1936.

Technology

Germany has some strengths technologically, and has great research teams to give it the edge in other areas. The money to pay for the teams should be available in most circumstances as long as things don't turn to badly against Germany.

Germany's infantry tech is moderately advanced, with the early infantry division and semi-motorized cavalry division already discovered. Logistics are ahead of the game with rear area supply dumps and Germany has also the ability to build early mountain divisions . Germany is poised to develop the basic motorized division and early marine division .

Germany is at a basic level in armor tech, possessing the early tank , but ready to develop the basic light tank , basic heavy tank , and early tank destroyer . Early field artillery is in service, as are early antitank artillery and early static antiaircraft artillery . Germany also has the capacity for basic antiaircraft brigades and basic armored cars .

Germany has an advanced level of naval technology in surface combatants, already possessing improved technology for the light cruisers , heavy cruisers , battlecruisers , and battleships . She is on par with the medium range submarine , but lags with only an early destroyer and Great War aircraft carrier design.

Germany has a balanced contemporary aircraft technology, with both early bombers and early fighters available, as well as a basic air transport design. Germany can branch out in any direction desired for aviation.

Industrial technology in Germany is well-rounded, with mechanized agriculture , census tabulating , basic oil refining , and improved construction engineering . She lags however, needing basic machine tools . Advanced sciences are poised for development, as Germany has both a faculty for nuclear research and a rocket test and research facility capability.

German operational doctrines are very well advanced for all branches, compared to other nations, giving Germany a strong early advantage. German land doctrine is well advanced along the spearhead doctrine , with delay doctrine , elastic defense doctrine , and schwerpunkt doctrine all developed. Naval doctrine is also well advanced along the lines of sealane interdiction doctrine , with raider patrol doctrine and unrestricted submarine warfare doctrine developed. Air doctrine has been developed along the lines of battlefield destruction and operational destruction , with dive bombing doctrine developed as well.

For information of research teams, see research teams of Germany

Diplomacy

Germany is not in a strong position diplomatically. As leader of the Axis , she is currently alone, with even like-minded nations such as Italy not wanting to ally. Meanwhile, most of her actions will sour relations with the western powers and possibly the Soviets as well if she is not careful. Germany has only minor diplomatic agreements in place in 1936:

Domestic

Germany begins with a mixed bag of leaders, but with its political sliders set for hawkish authoritarian rule.

The head of state is Adolf Hitler , a power-hungry demagogue . He is able to assuage the western powers as long as all out war doesn't break out, and will help gather the likes of Italy and Hungary into the Axis alliance. Head of government Rudolf Hess , a silent workhorse , is nice for the IC bonus, but makes diplomacy a good bit more expensive.

Foreign minister Constantin von Neurath , a great compromiser , is not very helpful early on, as Germany will have few allies to cajole, and has little need for independence guarantees. Armaments minister Werner von Blomberg is an infantry proponent, and good to have while advancing infantry tech. Rudolf Hess will only help if building a strategic bomber force, so is unlikely to be a good choice. Administrative genius Hjalmar Schacht will give a big IC bonus, but three resource industrialists are also available ( Johann Schwerin von Krosigk , Franz Xavier-Schwarz , and Konstantin Hierl ), which will give an IC bonus as well as assist industrial research. Military entrepreneur Franz Seldte may help later when supply demands grow excessive. Laissez-faire capitalist Fritz Thyssen can keep consumer goods demand down, but this is usually not a great problem for Germany. Finally, Franz Xavier Ritter von Epp is a carbon copy of von Blomberg.

Security is in the hands of Wilhelm Frick , a prince of terror which will help extract increased IC from foreign lands. The similar Kurt Daluege is also available for the Minister of Security job, as is the silent lawyer Franz Gurtner , who will alleviate consumer goods demand. Head of intelligence is Wilhelm Canaris , a dismal enigma , who will help on intelligence across the board, but has no specialty.(Historically Canaris secretly opposed Hitler. ) Carl von Schubert , a logistics specialist , will boost army intelligence, while political specialist Oskar von Hindenburg offers improved diplomatic chances during peacetime.

The military is led by chief of staff Ludwig Beck , a believer in strategic manoeuvre , allowing German units to move faster. Fritz Bayerlein , of the school of small-unit leadership , giving units great ability to regain organization losses. Finally, with a vision for strategic depth , is Wilhelm Gruner , able to give all units a bonus when defending. Chief of the army is Werner von Fritsch , who employs the armored spearhead doctrine . Walter von Luttwitz , with his decisive battle doctrine , and Erich Ludendorff , with an elastic defense doctrine are available replacements.

The navy is under the command of Erich Raeder , employing decisive naval battle doctrine as chief of the navy . Potential replacement Ludwig Fulda is of similar doctrine, but Alfred Saalwachter instead offers an open seas doctrine . Chief of the air force is Hermann Goring , who employs the air force as army support . Replacement Karl Koller employs similar doctrine, but Carl Friedrich von Siemens and Ulrich Grauert would instead employ an air superiority doctrine .

Germany AI Exploits

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AI Exploits

French AI Exploitation

In most games France has more than 70 divisions at the start of the war. There is an easy way to remove around half of them. After the fall of Poland, put most of your armies in Nuremberg or Frankfurt. Put 6 divisions in Stuttgart, 6 in Saarbrücken and only 3 in Freiburg. Most of the time, the AI will attack Freiburg and makes a breakthrough to southern German provinces. In the event that they don't attack, removing the garrisons in Freiburg alltogether will stimulate the AI into an attack. The French AI will rush in and try to capture as many Southern German provinces as possible. When you are ready to cut them off, attack and capture Freiburg. By doing this, all the French troops that are behind your lines quickly become out of supply. This will allow you to destroy a large portion of the French army.

USSR AI Exploitation

The French supply cut-off trick also applies in many other similar situations, such as during the invasion of the USSR. The USSR front is huge and the numbers of divisions in play are very large. It is possible that you could lose control of the situation if you are not careful. Note that the AI in 1.3 and above is much better about garrisoning provinces that it has captured in order to maintain supply to its troops. Use this strategy with caution, as it could easily backfire.

The Amphibious Option: Spain

An easy conquest of Spain can be accomplished by building transports and convoys from the start of 1936. With only 3 to 6 transports by April 1, you can launch a successful invasion of Spain. As Republican Spain has no guarantees or alliances to protect itself from foreign aggression, you will not have to worry about the Allies at this time. By shuttling 9 - 18 divisions to Spain using your brand new transports, you should be able to annex Republican Spain by the end of the summer or even as early as July. This gives you an ideal launching point for invading Gibraltar and France when war with the Allies occurs. This will also give you the needed transports to launch an invasion of the UK as well. If you plan for the UK, make sure to research marines to create the bridgehead. Invading France from Spain exploits the AI weakness as it does not reinforce that border in sufficient numbers. You could potentially be in Paris within two weeks of the outbreak of war and have most of western and southern France at the same time. If you release Nationalist Spain, you lose the belligerence. You also get a puppet-base for attacking France later.

Aggressive Amphibious Assault on USSR

  1. Attack Poland as early as possible, destroy the Polish army and capture all territories, BUT NOT the border territories to Soviet Union! These territories are your buffer to the Soviet Union. DO NOT annex Poland, or you will lose your buffer.
  2. Declare war on the Soviets and invade Leningrad directly or through the province southwest of it. Then bring about 10 Inf + 1 HQ to Leningrad and wait. The Soviets will bring 50-60 (or more) units to the surrounding provinces. But with 10 Inf and 5 Fortification in Leningrad they don´t attack you (or they don´t succeed in attacking).
  3. The West Front of the Soviet Union is now open; very few troops there. Go through the last Polish territories to attack the SU. Use cavalry or tanks to go quickly to the east and capture as much territory as possible. Sometimes, you can walk to Stalingrad without fighting.
  4. You must close the trap for the big Soviet armies with your small forces. The goal is to cut supply to the Soviet armies.
    1. Invade Murmansk with a small force. Use it as a new base and then invade Archangelsk.
    2. At the same time, go with tanks, cavalry and HQs directly to Moscow. Your slow infantry follows.
  5. Until now there shouldn´t be much resistance from the Soviet armies; They wait near Leningrad. Now the tricky part begins.
    1. You must go from Archangelsk to Moscow and from Moscow to Stalingrad to close the east side of the trap. No supply for the Soviet armies from land.
    2. After a short time the AI will supply via the coastal territories. So the next goal is to conquer the coastal territoris to finally shut the Soviet armies off from any supply.
      • Perhaps you can alternatively destroy all Soviet convoys - I didn´t try.
  6. Without supply you can go battle to battle to tear the bear down.

Finally: It is not easy to hold the Soviet armies in the trap and to get the trap closed. But the price is it worth. About 75 Soviet armies could be destroyed in a few months.

Poland as an Ally

This is to be used if you have a large amount of IC. If you build factories (you always should anyway), say around 15 x 2 starting in May-June 1936 (after expending first months overstocking supplies) you will have an IC of around 300 by Sept 1939. Increasing the Central Planning slider will help as well.

  1. If you influence Poland enough, up to +200, they will join you after 2 or 3 attempts. The advantage of this is that you can take France, Denmark, Holland and Belgium before the fall of 1939 (if you play historically).
  2. Once Poland is your ally, you can asume military control over them along with your other allies (Hungary, Slovakia, etc). These forces can be used to protect your rear from attack, for example protecting France while you invade the USSR in 1941.
  3. A weak point of this strategy is that Russia will be annexed by Poland (if you are attacking it from Polish territories) so you won't gain anything IC-wise by invading Russia. However, with Russia down, that is not be a problem.

Event Avoidance/Exploitation

Czechoslovakia

If you annexed Hungary via the above strategy, then wait for the Treaty of Munich and The End of Czechoslovakia fire. In The End of Czechoslovakia, choose the second option (partition Czechoslovakia between Germany and Hungary). Since Hungary does not exist anymore, you gain the whole Czechoslovakia! [1.2!]

In 1.3, this has changed. A Germany that occupies Hungary is forced to found Slovakia through this event. Therefore, a strong Hungary might be a better way to go since it has three tech teams when it gets Slovakia.

Annexing Denmark with Greenland and Iceland

It is very easy to annex Denmark due to an event that simulates Denmark surrendering once Germany occupies Kolding (The province located directly north of Kiel). However this event gives away Iceland and Greenland to the UK and United States, respecively. This is not a good idea if you want to stack armies in Canada in preparation to attack USA before it declares war on you.

There are two options to annex all of Denmark, Iceland and Greenland:

Note that Greenland & Iceland is not the only, or arguably even the best, route to North America. Bermuda may be the better choice. Evaluate your options carefully before going out of your way to grab Greenland & Iceland.

Central Asia

Inviting Central Asian Nations to the Axis is a very risky proposition during your war with the USSR. Gaining countries such as Persia and Afghanistan will probably hurt Germany more than it helps during war as the USSR will be able to quickly conquer these countries and creating a larger front for Germany to fight on.

Germany Early Annexations

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Easy Pre-War Annexations

Several nations around Germany can be annexed without provoking a DOW from the major powers in the 1936 Scenario unless you are playing on the highest difficulty/aggression settings.

Debate on Paradox Forms

There is a Debate on the Paradox Forums about whether or not the IC you gain from these annexations pays for the cost of acquiring them.

Anti-Annexation Arguments
Pro-Annexation Arguments


Difficult Pre-War Annexations

These will significantly take you outside of the realm of history.

Hungary and Czechoslovakia

It is possible to annex Hungary without provoking Allied power’s wrath. Just after the Anschluss of Austria, declare war on Hungary. Conquering it should be very easy. However, this will make Italy declare war on you. After annexing Hungary, turn your army south and overrun Italy. It is not necessary to completely annex Italy. In fact, Italy will surrender Venice and other provinces when it sees itself completely losing the battle. If you have taken far too many provinces from Italy, however, the Allies may declare war on you due to your high belligerence. A way to avoid this is to slow down on the troops advance after you have reached the middle of Italian peninsula and accept the first peace offer from Italy.

Poland

The negative effect of the Molotov-Ribbentrop Pact is that it gives the USSR eastern Poland as well as the Baltic states for free. Aside from making it harder to attack the USSR later, it also denies some resources to Germany. However, simply refusing to sign the pact will net you quite a bit of dissent, which is not something that Germany should be dealing with at that time. To avoid the Molotov-Ribbentrop Pact completely, annex Poland before 23 August 1939. This can be accomplished by declaring war on Poland earlier than was done historically. For example, you may want to declare in 1 August 1939 and you will have 22 days to annex Poland to avoid the pact. The problem with this is that the Soviet Union will be very hostile to you. Depending on the aggressiveness level that the game is set at, you may only have from months to weeks before the USSR declares war on Germany.

Another way to keep Poland out of Soviet hands is to liberate Poland immediately after annexing it. Poland will be an enclave while Germany keeps the eastern Polish provinces.

USA

Attacking the USA in the early game is one of the easiest things any nation can do, and is widely considered a gamey exploit. Every major and medium sized nation can accomplish an annexation of the USA in the early game.

In the 1936 scenario the United States start with a small amount of outdated Divisions spread all over the country. So, lets get started. Germany starts with 3 tank units. Start to influence Portugal in order to use the Cap Verde Islands (does not work with the Azores, too far away) after they join the Axis. Build 6 transports (or less) and at least 10x2 German cavalry units (Cavalry IV, Speed 7). Do not build tanks, but you should build some Engineers and maybe some Armored Cars to pimp your tanks and cavalry. Remove all short and medium ranged ships from the Kriegsmarine (everything below 2500km).

Start to influence Poland, UK and France (this will give you additional time to deal with the European theater later on) and trade your supplies for Rare Materials, Oil and, very important, Money. Voila, less money for the other big nations to influence the smaller countries. Try to get an alliance with Poland (eastern border is now safe till 1940, SU might attack, try to influence them) and always try to have a positive relationship with the others.

If the cavalry is ready move them together with the tanks, 3x3 Infantry and additional forces (leave some at the French border and a few at the SE border, just to be sure) to the Cap Verde Islands west of Africa. Declare war on Venezuela. Invade with 3 Infantry, Venezuela is using a single outdated Infantry unit. Move in the tanks or 2 cavalry units to speed up things. Recreate Venezuela after the annexation to get rid of the Belligerence. Move all waiting units from the Cap Verdes to Maracaibo).

Sent all ships/subs from Germany to Maracaibo. Create a fleet with all medium and long range naval units you own (all ships above 2000km range. Declare war on the United States. Invade Miami with 3 Infantry units. Voila, first step. Start shipping all other units to Miami (leave 3 infantry units behind). Go immediately north and west occupying ALL coast provinces (use Blitzkrieg/extra supply). 6 units cavalry north, 6 west, cut the US in two pieces going straight north with the 3 tanks. Follow with the slow infantry. Secure Houston with 2 infantry units. Use the rest of your cavalry to go wild in the Center of the US. Conquer everything, focus on the key provinces. There is almost no resistance, deal with Rebells by using Infantry or the extra Cavalry.

Meanwhile invade Panama with the 3 units left behind in Maracaibo (Note: the fleet will take the long way around South America). The trap is closed, now only a few ports are left on the US west coast. Gather 6 units in Phoenix (the whole East is hopefully yours already), 4 in Salt Lake City and the tanks on the northern boarder. No GO WEST and crush everything in your way.

US will make several times peace offers, always decline, we do not negotiate with weak enemies. After conquering the whole land between East and West coast you can do whatever you want. Release the three new countries California, Texas and Confederate States. Or keep everything. Annex the US with Sue for peace (forget Alaska or the small Pacific Islands, no need to advance so far). NOTE: Another invasion path could be annexing Dominican Republic. This way you can use a navy base which is closer to the US mailand for gathering the troops for the invasion. This allows to land norther in the States than from Maraicabo navy base.

Germany Strategy- 1944 Scenario

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Overview

The 1944 scenario is, obviously, very difficult. Germany is under attack from three sides and the air, faces overwhelming enemy superiority on every front. Furthermore, there is a significant lack of modern equipment and manpower. You are under serious pressure. This scenario is the only one I have played which taught me that a unit at a third of its strength and with a tenth of its organisation can be considered "combat ready".

There are some positive aspects too, however. The first and foremost is - you are still winning the game. The Axis leads in victory points. You have also got extremely advanced technology in all fields.

This guide of survival will merely cover the basics. I will do this by theatre, but keep in mind that you have to follow all these courses of action at the same time.

The West

Attack the D-Day landings as soon as the game begins; pull together all the forces you can from all over France and the Low Countries to do this along with some veterans from the east. Panzers mainly. You absolutely have to smash the landings, and you can win if you pull all your forces together. The Americans will quickly fan out and start capturing territory. Forget Brest and concentrate on holding Paris. Otherwise Hitler's assassination will raise dissent and kill leaders (or his failed assassination for that matter). Use available Luftwaffe units to support as long as you have fuel. Don't waste fuel on planes... yet. There is a 22-submarine unit under Dönitz' command in Germany. Use this and sail into the channel, supported by all submarines in France. This should enable you to cut off reinforcements for awhile but your subs will be destroyed. So maybe you should wait.

If you brought proper reinforcements from the east then you should be able to fight back the allies. Until then keep your panzers/mots together. Speed is crucial because the American doctrine starts to shine in later years. They recover org faster and will win battles because your men are exhausted. You have to be the defender. Try to encircle them inland. I've found that if they are "destroyed" on the beaches then they really just escaped into transports. Maybe use your subs to stop this. The Allies will come back unless you kill every division. Western France will be quite but annoying landings in the north (to Netherlands) happen a lot. Keep beach defences there.

The South

In Italy, you can hold the front line you begin with. Gather all your forces in Italy on this front line and dig in. The Allies will make many attempts to dislodge you, but will probably fail. If you feel extremely bold, or you can manage to send additional reinforcements here, you can even try to attack. But be warned - Italy is an easy theatre to hold, and there is no direct threat from here. Any excess units (such as those enabling you to attack) will be desperately needed in the east, however.

The North

All units in Norway and Finland ought to move to the Norwegian-Finnish border. I do not think that holding Finland is possible in the 1944 scenario. In Norway at least the units will survive and do some good by tying down a large number of Soviets.

The East

The Eastern Front is clearly the most decisive front in this scenario, and the war will be won or lost here. The Red Army is in the middle of its summer offensive against Heeresgruppe Mitte (army group centre) and will succeed if you let them.

The first thing to do is to assume full military control of all your allies, and move all their armies (Croatian, Hungarian, Romanian, Bulgarian) to the front, especially reinforcing the southern part. You can get the south to hold by doing this, and free up German units to reinforce the centre.

The second thing to do is to move back the entire Heeresgruppe Nord (army group north), that is about the northern third of your army, from its extremely vulnerable position at Narva to south of the Düna/Daugava (that is the river south of Riga). Here you can establish a new and stable front, and save your almost only intact army group that you have left. This is invaluable, because you can use this to further reinforce the centre.

After the Preliminaries

Now your only hope is a flexible defence, and pocketing bits and pieces of the Red Army when they advance too far, while trying not to fall back too far yourself. A constant see-saw motion of the front line is probably what you will be looking at. Your IC should go into reinforcing and upgrading your units. Forget production. In fact, you can cancel just about all the production going on. Eventually you will run out of manpower, then prioritise the Panzer units and upgrade.

With the minor Axis armies tied into a coherent front line, you can achieve numerical superiority over the Soviets on a purely local level. This means that counter-attacks can be effective, and you will be able to snip off packets of ten and twenty divisions every now and then, encircle and destroy them.

This is your only hope of survival.

Eventually, after a few months of incredibly intense warfare, with losses staggeringly high, you will begin to notice a thinning of the Soviet front line, or you may tear a huge hole right in it.

Back to Blitzkrieg

This is the moment where you revert to the tried and tested methods of Blitzkrieg - you take your armoured formations and charge in the old manner, rolling up the enemy front line from the wings, encircling and destroying his units as you go along.

If you destroyed enough of the Red Army in your retreat you could assume offensive operations in 1945. Likely though it will be 2 heavy weights beating the shit outta each other though in 1945 and you'll have to wait until 1946. By then Soviet units should be being destroyed in battle or really low on strength.

Germany Strategy- Multiplayer vs USSR

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Invasion of USSR (Against Player)

Some things to note:

There are a few large differences. You can not be certain of having a superior army. A good soviet player will have medium tanks along with 1941 infantry for a lot of his front line divisions. He may also have built fortifications to hold the line deep inside the USSR. The line may run from Leningrad to Minsk around the marshes to Kiev and then down and anchored on the black sea. Your opponent knows the only way you can win is via encirclements. Therefore he will not be herded easily. Moreover, he will also have counterattacks prepared. The Soviets have the manpower to burn while you do not.

Therefore the basics of the attack change a little. The further into the USSR you advance, the more vulnerable you are. Your lines of supply increase greatly and your opponent will know how to take advantage of that. If you make limited advances into eastern Poland and just barely into the USSR you can try to make limited encirclements with greater force. Use more tank units and infantry with an eye towards defending against a counter attack.

Another good tactic is a big ruse. Move only limited groups to the front and start your attack. Keep the bulk of your panzer armies near Memel and down south just north of Slovakia. They will be your pincers. Try to make your opponent think you are weak and he will start to think he can counterattack and take Berlin easily. If he launches an attack quickly you can then pretty much count on the fact he didn't reallocate his forces properly for a proper offensive. It will be a limited offensive or haphazard at best.

Once you get a good number of his units through your lines into your rear close the trap. Your panzers can cut through his supply lines and then build a wall of tanks preventing him from getting back to his lines. Quickly eliminate them and try to punch a hole through his front at the point of his attack.

Do not stray too far into Russian land unless you feel you can make a good show of it. It is best if you to stay close to your own supply lines to limit fuel waste and TC overload. Keep the battle fluid if you have to fall back a little way then do so and stay mobile and push when you can. The goal is not attrition in the typical sense you have to destroy divisions. You can try the attrition route if you want but your lack of technical superiority will make it harder to get straight victory with massive MP losses to your opponent. If you go into a fight and get 1 to 1 losses then you will lose. Germany does not have the MP to go 1 to 1 with the USSR. Good Luck.

Germany Strategy- Taming the Bear

Template:GermanyStrategyGuides Russia has massive manpower and military potential and often hostile terrain. You must carefully plan your attack to reach definable objectives before adverse environmental effects start to make your life difficult.

All other military options are meaningless distractions. Russian industry is widely dispersed and is impossible to deal with by strategic bombing. Naval blockades, for a nation as self-sufficient as Russia, are totally useless.

This is one of the most difficult invasions as Germany. As you can see, USSR's land mass is huge and it has a large army. However, you should have much higher quality troops. Before the invasion, try to have 1941 infantry and improved medium tanks.

Be Prepared

It is vital that you define your objectives and lines of attack clearly in advance. You can predict likely defensive positions and break through to surround and destroy them decisively. If you do not your offensive formations will be engaged piecemeal and may suffer the risk of encirclement themselves.

Be Early

Every year the Russian military churns out more and more modern infantry units. In sufficient mass they can make your life very difficult indeed. If you have a plan and the units to implement it, do not wait another year just to make sure your armour is all Medium rather than Light tanks, nor to make sure your air support is all the latest models. Be bold and strike early.

Two Offensive Seasons

Observe weather map behavior year-round. As historically, Western Russia suffers from heavy mud in the Spring and Autumn. Mud is more fatal than any other condition to the progress of armored and motorized formations. Your best time to attack is immediately after the clearing of the 'Rasputitsa' - this gives you the longest campaigning season. Because air support is more effective in the summer, the ideal time to attack is May - watch the mud dry out for yourself on the weather map.

Deploy for maximum effect

Deploy your armed forces sensibly.

Your strategic plan will include the likely locations of defensive obstacles, e.g. major cities, swamps, forests, etc: and obstacles that limit enemy movement (e.g. the sea).

You must deploy armored and mechanized groups en masse so as to get the highest chance of achieving one or more decisive encirclements. They need to be deployed flexibly, i.e. in relatively small Corps. There are no benefits to large unit size - if the mechanized units encounter a serious obstacle they must either encircle it or wait for reinforcements.

The armored units must be assisted by the infantry. Their role is:

Multiple Axes of Attack

Ideally, you'll have enough troops to divide them into three or more large army groups. The Northern Army Group should try to capture Leningrad and Moscow. The Center Army Group should try to capture Stalingrad and Sverdlovsk. The Southern Army Group should try to capture Baku and help the capture of Stalingrad.

Single Axis of Attack

If you assess that you have relatively few armoured/motorised units it may be best to aim for a single axis of attack. In this case you must ensure that you infantry and artillery keep other areas of the front under continual pressure so that the enemy is not able to concentrate all their forces on your principal axis.

Russia's Natural Offensive Limits

There are areas of Russia in which it is impossible to conduct a mechanised offensive. The roadless Arctic forests, the Caucasus mountains, and the Central Asian deserts. These terrain features are a natural defensive limit - when you have pushed te Russians back that far, the balance of combat tips back to the Russians favour. Ensure that you have destroyed enough of their forces so that you can achieve your strategic objectives before becoming bogged down here.

Germany Strategy Guide

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Overview

Germany is one of the most played nations in HoI2. Using AAR production as an indication of popularity, Germany is #1 with hundreds of AARs on the Paradox boards. USA is in 2nd place, and the USSR in 3rd place, neither with more than one hundred. The reason for this is probably that Germany is a nation with great potential that was foiled historically and people enjoy ahistorical success. Success with Germany for veteran players is fairly easy, even on very hard difficulty. For beginning players, Germany can be a challenging nation.

Germany is fairly heavily event driven. With technology, production, economy and politics set up properly, the game can run more or less hands free for the first 3 years. Events will benefit Germany immensely, so wait for them to happen, largely in 1938 and 1939. Events will also lead Germany into war with the Allies, on August 31, 1939. By that date, Germany should be fully prepared for war. Note that even veteran players of HOI2, for the most part, abide by historical events at least until war with Poland.

Technology

Germany has the best research teams in the game which allows Germany to be considerably far ahead of all her rivals in research. For example, assuming Germany ignores Tank Destroyers and Anti-Tank Artillery (considered worthless units in game), by May, 1937, it is possible for Germany to have researched every 1936 and 1937 technology. By January 1, 1939, Germany is capable of having researched every 1938 technology as well, with the only exception being aircraft carriers, which are not commonly used as Germany. Advanced players may take different routes, such as tech rushing key technologies. Since Germany's teams are so strong, researching technologies 1 year in advance is comparatively easy. The only point of weakness in German research is in the Navy.

Industrial Research I.G. Farben is the best manufacturing tech team in the game. Use them for all your manufacturing research except Production Planning, which only requires management so use Erich Von Manstein (level 9 and has management) while I.G. Farben researches Production Control. Every industrial field should be researched as Germany with the exception of Radar.

Three tech-teams should be put on the following Industrial Research at start:

Infantry & Armor Infantry and Supply are the most important research topics here. Mountaineers are helpful in winter fighting, and marines are helpful for Sea Lion. Paratroopers are generally not worth it. Light and Medium Tank research is important for Germany. Static Anti-Air could also be important if Germany doesn't plan on invading England.

Naval & Naval Doctrine Germany does not require a Navy to defeat the Soviet Union, which is the most important objective. A Navy is useful, however, for invading England and even the USA. Germany's Naval tech teams are its weakest area, in addition to its naval doctrines, which are not conductive to a surface fleet. A typical German navy will focus exclusively on submarines for convoy raiding. A player that seeks to make Germany into a Naval Superpower would abandon the Sealane Interdiction doctrine, and likely go for Fleet-in-Being instead.

Aircraft & Air Doctrine Germany's air research teams are good enough that it is possible to keep up to the latest technological level with five of the eight aircraft types, in addition to nearly up to date research on all air doctrine technologies for a player that devotes a serious effort to it. For basics, however, Germany needs to only focus on Interceptors, Close Air Support, and Tactical Bombers to be highly successful.

Diplomacy

Alliances

Germany will be able to enlist several nations into the Axis throughout the course of the game. Through events, Germany can get Hungary, Romania, and Bulgaria into the Axis. Finland, Vichy France, Japan and Italy can manually be asked to join the Axis beginning in 1940 with relatively high degrees of success. Note: bringing Japan into the war will automatically bring USA into it as well. Germany can also manage to convince some nations to join the Axis before the start of war (August 31, 1939), without using coups. While the list below seems fairly large, Germany will only be able to focus on a few nations in a game due to the costs involved in influencing nations. Generally, the most strategically important allies from the below list are Nationalist Spain and Turkey.

Reasonable chance (above 10% at 200 relations):

  • Nationalist Spain (during Spanish Civil War)
  • Portugal
  • Argentina
  • Turkey (before 11/1938)
  • Yugoslavia
  • Japan
  • Greece
  • Afghanistan

Low chance (below 10% at 200 relations):

  • Persia
  • Venezuela
  • Peru
  • Guatemala
  • Siam

Sliders

Germany's starting sliders are below average. Fortunately, Germany will receive events that shift Germany fully to Hawk Lobby and Interventionism by 1939. Thus, adjusting those sliders is not necessary. Therefore, Germany's first slider moves should be towards Central Planning: Germany is unable to move to free market due to its Authoritarianism. This shift requires 4 moves (1936, 1937, 1938 & 1939) in order to attain the valuable 25% IC bonus. Once this is achieved, in 1940, Germany should begin the move to Standing Army in order to get the experience and organization bonuses. This can be accomplished by January, 1942.

Ministers

Germany's starting ministers have fairly good traits , but the setup can be improved. A few obvious changes should be made before occupation of the Rhineland: Minster of Security: Gurtner; and Armaments Minister: Schacht (10% IC bonus). Also Head of Intelligence to Oskar von Hindenburg is a good idea if Germany is planning on influencing countries.

In 1937, switching the Foreign Minister to Ribbentrop is a good idea if Germany plans on influencing countries.

In 1938 Germany might want to switch the Chief of Staff to Erich Hoepner (5% Armour and artillery research and artillery construction bonuses) until the war starts.

In 1939, Germany should switch to Minister of Security: Daluege in order to benefit from +15% foreign IC use. When prompted for Schacht's resignation by event, refuse due to his excellent 10% IC bonus. Chief of Staff Ludwig Beck is a decent Chief of Staff (Land Unit speed +10%), but not an obvious or necessary early pick. Germany also already has quick land forces and switching to Fritz Bayerlein (+20% organization regain) is probably the better choice here. In Armageddon, Germany should also switch to Head of Intelligence: Hans Oster in order to benefit from his 5% IC bonus.

In 1941, switching to a Guns and Butter Chief of Army, like von Blomberg, will improve the supply and TC situation.

For Naval Minister, the best pick depends on the naval policy:

For Air Force, Army Aviation and Air Superiority are both good choices, but the NAV construction penalty with Air Superiority makes Army Aviation a better pick. Both are available at start. Access to a Carpet Bombing minister is gained in 1939 - which may be useful if a long strategic bombing campaign against UK is planned. However this requires research in relevant aircrafts and doctrines. Vertical Envenlopment and Naval Aviation ministers are gained in 1944 and 1945.

See also a complete list of German Ministers .

Intelligence

Germany can make decent use of spies. Stealing blueprints will be only marginally helpful, since Germany is usually far ahead of all its adversaries in research. The best use of spies for Germany is simply to identify troops levels in enemy nations, and to avoid having spies within Germany. Japan, the UK, and the USA are all reasonable targets for blueprint stealing -- any other nations are sure to be far behind Germany in their research.

Economy

Germany has a very strong economy that can rival the USA in time.

Trading

Germany has a general need for rares, oil, and metal, thus trading should secure those resources, and preferably build large stockpiles. To some extent, Germany can trade excess energy for supplies, which helps redirect IC elsewhere. Germany's strongest trading partners:

Industrial Production

The majority of Germany's IC capacity should go into factory building. Upgrades should be ignored until 1939, since Germany will advance several technologies over the course of the first few years, and will thus benefit from the leap-frog effect. At a minimum, Germany can create a parallel run of 12 factories, with at least 2 serial runs (e.g. 24 new factories by December, 1937). Advanced players sometimes perform 3 serial runs of factories, but this requires a very rapid buildup and organization of your armed forces in 1939, which can be challenging for new players.

Military

Army

The majority of the German Army (Wehrmacht) should consist of infantry. Militia can also be helpful if used properly, since Germany has a need for defensive divisions to hold front lines (especially against the Soviet Union). An efficient Infantry/Militia mix for defensive lines is a 9 division army of 4 militia and 5 infantry. Ideally, around 75% of the German Army should consist of infantry/militia before the onset of Barbarossa, with the remaining 25% being tanks and motorized infantry. Building too many tanks is a common mistake for new players, due to high fuel/supply costs and TC load. Unless, of course, you are playing very historical and seek to emulate the failures of Germany! As a general rule, Germany may have oil shortages (exacerbated with a heavy emphasis on vehicles), and will definitely have TC problems as the invasion of the Soviet Union progresses. Additional Reading

Navy

The German Navy (Kriegsmarine) has two practical/realistic options:

Air Force

The German Air Force (Luftwaffe) has a large variety of options. Generally, an emphasis on TAC and CAS bombers is the most effective use of firepower against land forces. These will help the German Army significantly eliminate enemy divisions in mass, effectively negating the manpower advantage held by adversaries such as the Soviet Union. Meanwhile, Germany can be successful with large numbers of INT in order to defend against frequent Allied bombing attacks. Since German strategy is contingent on fast conquest of enemy land, STR bombers are not particularly useful. They are also more expensive to build, unless the Chief of Air Force is switched. Later in the game, adding FTR is recommended, since the short range and the upgrade path of INT will hurt during World conquest campaigns.

Events

These events do more than what is specified below, but this is just a summary of the major effects. All events have triggers that will normally trigger unless Germany does something erratic, like starting the war ahead of schedule. Since these events are so helpful to Germany, most players play historically through events.

Re-occupation of the Rhineland:

At the very start of the scenario, you need to move at least one ground unit to Cologne. This will trigger an event called "Re-Occuptation of the Rhineland" which will give:

If you dont trigger this event, you will recieve "Great War Manifestation" events that give you +3 dissent until you move a unit into Cologne. So dont wait! You have a unit nearby when the scenario starts, just march in there.

Anschluss of Austria:

March 1938: Assuming you make the historical choice and the AI accepts:

Treaty of Munich:

September 29th, 1938: Assuming you make the historical choice and the AI accepts:

The End of Czechoslovakia:

March 14th, 1939: Assuming you make the historical choice and the AI accepts:

Claiming Memel:

March 23rd, 1939: Assuming you make the historical choice and the AI accepts:

Total Domestic Policy Shift Assuming Germany makes all the historical choices and the AI always accepts:

This is sufficient to totally max out the Hawk Lobby and Interventionism Sliders

War

Since Germany is the most event driven nation of the game, most players (noob and veteran alike) conduct war on the basis of events. Since Germany is a major power, however, early war is a possibility, including early annexations . Generally, however, early war is viewed as gamey and too easy for Germany.

Condor Legion: Spanish Civil War

On 18 July 1936, the Spanish Civil War (SCW) breaks out. Nationalist Spain will likely loose without German intervention. While the intervention by event helps, Nationalist Spain will typically require direct intervention of the German Army, which means war with Republican Spain. A friendly Spain serves two strategic goals for Germany:

Historically, Nationalist Spain was neutral in the war and German intervention was limited. Involving Germany in the SCW is by no means necessary, and is generally only used by players seeking total dominance. Also it changes the French AI to a more aggressive one and thus ensures an early DOW from France. (France becomes more interventionist when it goes with "Send Material and Volunteers" in the Spanish Civil War.) When France DOWs early, the Soviet Union often follows. This can lead to a weird game where Poland and Czechoslovakia want to join the Axis.

Fall Grün: Czechoslovakia

Generally, Czechoslovakia can be annexed and made into a puppet entirely through events, as happened historically. On rare occasion, however, Czechoslovakia will refuse German annexation plans, and Germany will be forced to choose to let well enough alone or fight. The Czech army is not a concern due to its very limited size, but its forts in the Sudetenland are very powerful owing to a level 10 size, and hilly terrain. Ostrava, Brno, and Bratislava all do not have forts and border Germany. Thus, this underbelly makes victory fairly swift and relatively easy because the Sudentenland does not have any victory points.

Fall Weiß: Poland

On 1 September 1939, the war with Poland and the Allies begins by event. Germany will need enough troops (around 6 divisions each) in the three provinces bordering France to protect her Western front. Defeating Poland is possible within two weeks. The HQ Units in Action strategy guide provides an excellent guide in the effective use of HQ units, combined with armor and motorized infantry, in order to quickly annex Poland.

Fall Gelb: France

After Poland is annexed, Germany's next significant target is France. In order to get to France, an invasion of the low countries is necessary. Strictly speaking, only war with Belgium is necessary. An invasion of the Netherlands provides Germany IC and large supply stockpiles after the capture of their capital. While neither nation can be "annexed" by taking their European holdings, events fire that ensure Germany receives their European land as "national" provinces. Luxembourg can be annexed before declaring war on the other two.

The invasion of the Low Countries and ultimately France can begin as soon as forces arrive from the defeat of Poland; e.g. sometime in October, 1939. Historically, Germany waited until May, 1940, when weather conditions were more favorable. This can be a problem for inexperienced players attacking too early, and make for some good, early lessons for what not to do when fighting the Soviet Union! Veteran HOI2 players are able to defeat France in less than 2 weeks, primarily through the use of around 5 - 10 tank divisions.

The primary intent of a successful Blitzkrieg is a spearhead attack that cripples the enemy. This means a direct spearhead to Paris. It is possible for the invasion route to go through the forests of France (Liege -> Reims -> Compiegne to Paris), however tanks do quite poorly in the winter in the forest. A more tank friendly route is Ghent -> Lille -> Amiens -> Paris. Once Paris is captured, German forces can branch out in all directions to make a dash for land. When France looses enough territories, it wil surrender.

The event asking for the creation of Vichy France can occur if:

The event has 25% chance of triggering every 3 days. If France loses at least 40% of its national provinces, the event will automatically trigger. Note that the AI France has 3% chance of rejecting the creation of Vichy. If this happens, Germany is forced to occupy the entire French territory. Accepting the creation of Vichy if the best move for Germany, since it provides Western France as national provinces and drastically lowers dissent, while also providing a reasonably powerful ally.

Weserübung: Denmark and Norway

This is completely optional.

The advantage of capturing Denmark is rendering Baltic Sea unreachable by UK’s (and later USA’s) navy as well as giving you a launching pad to the American continent (provided you do not let Denmark surrenders event to trigger, see below). However, the benefit from Norway is much more subtle. You only gain a low amount of resource and a not very feasible route to the USSR. The best reason why you want to invade Norway is probably because it is part of operation Fall Weserübung. The additional ports might also be useful if you decide to go for starving Britain with submarine warfare.

A very easy way to defeat Denmark is to capture the province Kolding. There is 99% chance that Denmark will ask for cease fire and then a few days later Denmark is annexed “peacefully” by Germany. Unfortunately if you take this path, you will lose Greenland and Iceland to USA. See the method on how to prevent it in tricks section.

Revisiting Norway, a simple and low-risk means of capturing it is by first taking Sweden. This may be accomplished with relative ease by landings just north and South of Stockholm supplemented by an attack from the Odense or Copenhagen. With Sweden in hand, simply walk into Oslo and Narvik from the adjacent Swedish provinces. Alternatively, capture Oslo and Narvik with paratroopers, then annex Norway immediately.

Directive 25: Yugoslavia, and Operation Marita: Greece

This is completely optional, if you do not wish to invade them, skip right to USSR section.

Securing Yugoslavia and Greece is useful since it makes your allies stronger and gives you access to the Mediterranean Sea. After the annexation of Yugoslavia, you will receive an event that allows you to create Croatia. Creating it will remove some TC burden as well as gaining more manpower and three divisions, making it a good option.

Greece may provide a little harder challenge. It is relatively easy to conquer all of the VPs except the last VP in Crete. The best way to capture it is probably by sending paratroopers on airborne assault. Amphibious assault may prove to be difficult if you or Italy has not neutralized UK’s navy.

Operation Barbarossa: Taming the Bear

The Bitter Peace

Conditions that must be satisfied to trigger bitter peace:

If you fulfill those conditions, there is 5% chance every week that Stalin may sue for peace. When the event triggers, there is 90% chance USSR will surrender and Germany will obtain a large amount of provinces. Unfortunately if Soviet refuses, the war goes on and you may need to annex USSR to claim victory. The refusal message is: Soviet Union went with Fight to the bitter end! in Sue for peace with the Germans

There are two Bitter Peace chains, one with Japan in the Axis and one without.

The Bitter Peace in Doomsday

The ideas are generally the same, but there are some significant differences in Doomsday:

1) The Tripartite Pact is now irrelevant. Offer it to both Japan and Italy since there are no Bitter Peace problems.

2) If Japan is Axis or fighting the Soviet Union, the 5th Russian province can be either Sverdlovsk or Vladivostok. The other 4 needed Russian provinces remain Baku, Leningrad, Moscow, and Stalingrad, and either Germany or Vichy France has to own Paris.

3) The AI has to accept the Bitter Peace, there's now a 100% chance of the AI accepting the Bitter Peace once it fires.

4) The % chance for the event to fire has been increased to random = 35 meaning that it should fire in 3 or 4 weeks, but there is no guarantee that it will fire, just a much increased chance that it will fire. Also the time interval between checks has been changed from every 7 days to every 10 days.

5) Other conditions such as Paris not being controlled by France are still the same. Either Germany or Vichy must control Paris.

6) When the Bitter Peace fires, you get 150 provinces at only 2% base partisan levels with a dissent reduction of 50%.

puppet states

If enough provinces in the vicinity of Sverdlovsk can be captured, you might be able to create the puppet state of Transural Republic before the Bitter Peace fires. In like manner you can create some puppet states in the southern region of central Asia near Persia . If you still have these states when the Bitter Peace fires, they will remain in the Axis. If you later declare war on Persia it may annex some of the central Asian puppets, but when you then annex Persia you get the whole thing!

Gibraltar

There are two ways to reach Mediterranean Sea, from Gibraltar and Suez. Having these two provinces will mean the whole sea is in your control. The problem with capturing Gibraltar is that it is not possible to conduct amphibious assault there. You may try using airborne invasion, invite Spain into your alliance, ask military access to Spain (almost impossible) or invade Spain (best for practical reasons).

During the Soviet war you should try to work on Spain and getting them into your alliance. If they do join then take control of Spanish army and capture Gibraltar with them. Failing that, you need to declare war on Spain in order to obtain Gibraltar.

Alternatively, intercede on Nationalist Spain's behalf during their civil war. Do this by first guaranteeing their independence, then declaring war on Republican Spain (who has a province next to Gibraltar). This will make Nationalist Spain want to join the Axis. Now, you can either just help them win the war, or, if you're a greedy one like me, use the Nationalist Spain fleet to transport your armies (use Send Expeditionary Force to allow them to board) to the southern end of Spain and from there conquer Republican Spain for Germany.

Gibraltar is frequently unguarded, so you can alternatively capture it with paratroopers from Bordeaux, saving you the intervention in Spain.

Reaching Africa

After the fall of Gibraltar, the most important British territory in Africa is Suez. Controlling this will mean controlling Mediterranean Sea. There are a number of feasible ways to reach Suez:

If you manage to land in Africa with sufficient force, you can chase them out of the continent for good.

Operation Seelöwe: Great Britain

This can be done before or after gaining complete control of North Africa or even just after the creation of Vichy France. To invade UK successfully you need either a large surface navy (with two or more carriers) or a navy full of submarines. Other units that will prove useful are marines, fighters/interceptors, naval bomber and tactical bomber.

Southern and Eastern provinces of British island are the natural choices for amphibious landing. The best province depends on the province's garrison as well as its adjacent provinces' troops. If the province is lightly defended but an adjacent province has a very large army, you should think twice since that large army may obliterate your landing troops. To see the number of troops in provinces that do not have coast line, use fighters on air superiority over the areas where those provinces at.

The landing party should consist of three marine divisions. Sending more than three divisions will reduce the effectiveness of the whole invasion. Make sure to put the tactical bomber on interdiction and fighters on air superiority to get a beachhead. Since the specific province that is going to be bombed is decided by AI, you may need to follow where your bomber goes. It is not very nice but it works. Success in doing it will spell the doom of the British island.

Another effective way to gain a beachhead is to move your invasion forces next to Cardiff, land paratroopers there, and sail your forces to the now peaceful port. Why? Because Cardiff has no beach to land on, the AI does not defend it, so you can easily capture it with just 1 paratrooper. If landed at nightfall, you will have till dawn to move your transports into the port. No amphibious assaults needed! Another good province for an airborne assault is Norwich, from where you can easily strike at the heart of England.

It may be a good idea if you combine operation Sealion with invasion in Ireland and Iceland (if you did not try to keep it). Iceland will serve as a good launch pad for further invasion on Greenland and America.

Made in India

With British island gone, African possessions ransacked, only India left for UK. The best attack route is from Persia. You can create a puppet Pakistan if you capture enough provinces in western India, and from there you can annex Nepal and Bhutan , though the infrastructure (Himalayas) may be challenging. There is an event 13 that can lead to UK's surrender. The conditions are:

UK has 50% chance to accept it. If it does, UK will surrender a number of provinces to Germany, Italy, Canada and USA as well as liberating Lebanon, Egypt, India and Jordan. Chances are if you are able to trigger the event, you can completely annex UK very easily. Because of this reason and the fact that the benefit of accepting the peace is very small, it is a good idea to strive for total annexation of UK.

USA

It is very difficult to land directly in US coasts. An easier route is from Canada. Capture Iceland, Greenland and then proceed to Canada. If you manage to stockpile troops in Canada and invade USA's mainland, you will see that its defence is very weak. The problem with invading the North American continent via Canada is Canada's poor infrastructure. An alternative strategy that doesn't slow your forces down is to capture Newfoundland and from there parachute into Boston. Use Boston as a beachhead for landing your invasion force (which should be in the region of 100 and above divisions). Strike fast at New York and Washington - New England is the USA's industrial heartland. After an intense initial battle, the rest should be a walkover.

There is an event that allows German Player to demand USA's surrender. The conditions of USA surrender to Germany are:

There is 50% chance that AI USA will accept the offer. If it does, Germany will receive three provinces and there will be a large change in USA’s government. Else you can always spend a few more months to annex USA.

What's next?

Conquer the world! If you need more time, use the no time limit mod in utilities section.

Miscellaneous

Advantages

High Quality Tech Teams

Strong Stable Industrial Base

Excellent Starting Land Doctrines

Good Consumer Goods Income

Excellent Leaders

Good Starting Units

Optimal Domestic Sliders for Warfare by 1939

Flexiblity to choose from a wide range of Force Compositions

Good Historical Events

Disadvantages

Weak Allies

Enemies with far-flung possessions that are not easily annexed

Relatively Poor Starting Naval Forces

Limited access to Naval Doctrines and mediocre naval doctrine tech teams

Must stand alone vs enemies with enormous manpower reserves

Poor Raw Materials production pre-war

Mediocre Metal production

Located in the center of Europe

Gamey Tactics

Germany has a variety of gamey tactics possible.

Germanic Ireland: Totally Optional

When the game starts, build a whole bunch of transports and create about 2 Tank divisions, 3 Militias, and about 2 infantry. (Ireland is only given one infantry division so you can easily bomb rush them). quickly board up your troops and head toward Ireland. This will create you a small navel base to attack the british mainland. It will help you attack Brest and having a 2 sided french attack.

The Unholy Alliance

If you press F12 and then key in and enter event 2015 you get the "Unholy Alliance" option with the Soviet Union. Choosing this could backfire if Japan hasn't had the Nomahan Incident yet. If Japan then chooses "This defeat must be avenged" you'll find yourself fighting Japan!

Germany multiplayer strategy

Prolog

Have you ever tried to play with Germany and for some reason lost in multiplayer game? It will change now. The main point is, that you have to build a very strong and speedy army. You can't only focus on infantry. Of course you need them, too, but what you really need (especially against Soviet Union) are motorized and armored units. If you follow my instructions, you will be very strong opponent in the future.

Blitzkrieg

At the beginning build factories. Only factories. When the war breaks out, you don't have much army but enough to invade Poland. Then, start to build 6 motorized units and 3 armored units, and airforces and some infantry. When you attack France in 1940, there is just no way you could lose, because your army is so tough. French infantry just can't do much against them. You should attack the Soviet Union in 1941. Just keep pumping more armors and mechanized/motorized units. And when the battle begins, use blitzkrieg. Use all your airforce to destroy the enemy's poor infantry, and move forward with your units. You'll see that this strategy is very simple and effective.


Year 1939 –40 Invading Poland and France

Invading Poland should be easy thing to do, altough your army isn’t so great yet. Remember to leave some garrisons against France. It is always good to remember necessary defence. But the main point against Poland is your airforce. Bomb enemy units down and then you won’t lose so much manpower either. When Poland has been annexed you should immediately start to move your units against France, but don’t attack yet. Just wait. But during this ‘phony war’ you should start to build very tough army. First of all, start to pump 3 tanks and 6 motorized infantry + headquarters and some infantry (and CAS!!). With this strategy you will see that France will surrender very soon. If player who plays with United Kingdom transports all his/her allies there, they can’t fight against your tanks. This is so obvious, because tanks have so good toughness and with self propelled brigades they are almost impossible to destroy. BUT!! You have to be careful that you don’t use your tanks and motorized units wrong. Don’t try to attack through mountains or mud or you will ruin everything. With this strategy weather is very important. So when you attack to France (after you have invaded Denmark [don’t attack to Norway]) just invade Netherlands and Belgium and push forward to Reims. Just bomb enemy’s separated units and try to force him/her to move his/her units to Reims. The you have to be speedy. Attack with 8 CAS at night and 8 in morning. Then, concentrate 11 tanks+ HQ + 15 motorized + 20 infantry to Reims, and use some good panzer general. Then, you’ll see, you can’t lose. Then push forward to Paris, and try to destroy as many Britons you can.

Year 1941 – Operation Barbarossa

COMING SOON

Greece

Greece is a difficult nation to play, but can be especially rewarding and fun if played the right way. Expect an interesting but tough game!

Summary

Greece, in most of the world, would be quite a military power (of the order of Argentina or Brazil). Although its IC is small, its army can be quite significant. Unfortunately, it's in Europe...

Diplomacy-wise, you're Paternal Autocrat, so you can join either Axis or Allies. You also have cores in both (Cyprus, Rhodes and Dodecanese).

You start with 15 INF-18, 1 CAV-18, 2 ancient CLs, 2 equally ancient DDs, 2 subs that probably saw service with Alexander, and 2 transport fleets.

Greece is poor, which rules out building an air force or tanks. It's also mountainous, which means even less tanks. And it's in the Mediterranean, so that antediluvian fleet will get sunk by Italy (if you go Allied) or the UK (if you go Axis). However, you can make it quite an infantry power. And if you manage to build a small but modern navy (some decent destroyers and a couple heavy cruisers for example) you'll be able to fight the war actively around the Med, and even further if all goes well...

Detailed analysis

Advantages

Disadvantages

General advices

All general advices concerning minor powers apply to Greece, but since one major alliance will be after you sooner or later, it's especially vital to manage efficiently every resource you have.

And naturally, check your available ministers every year : a few good ones kick in at mid-game...

Tips and strategies to take a good start

Don't be a bully

All countries surrounding you have their independance guaranteed by at least one major alliance (excepted Albania). Put the good old "Warmonger Rampage From The Start Doctrine" (tm) in the closet, you won't need it this time !


Make friends

If you do nothing about world politics from the start of the game, Italy will go to war against you, then Germany. Knowing that, it's better to make a few friends beforehand.

Since you start "paternal autocrat", you can either join the Allies or the Axis. Both will accept you into their alliance even if they are at peace, if your relation with them reaches a decent level, like +140.

To achieve that, trade supplies for money from the start of the game. While you're at it, boost your relation with your future ally to +200, since once you are allied, you will want to buy blueprints and raw materials : a maxed out relation with you new friends will grant you huge discounts on the long run.

You can trade supplies for raw materials until the war starts. If you plan to leave your alliance and wage the war alone, it's vital to have a large stockpile. If you plan to stay with your allies, don't exhaust yourself by buying raw materials : your allies will probably help you for free if you're using more than you're producing. Use the IC for more important matters.


Industrialize

The decent army and land forts you start with will buy you security at home until 1939 or 1940. Use the peacetime years to build 5 factories : by the start of 1939 you'll have 20 IC, and a second tech team will be available. Things are looking better already!


Win the Spanish Civil War

There will be a war close to your home, and you don't want to miss it. It's an excellent occasion to train your troops and leaders while taking no risk for yourself. More over, the spanish navy is not excessively powerful, and you should be able to ferry troops without loosing to much naval battles.

You can choose any side in the war, depending on which alliance you plan to join later on. Note that if you guarantee the independence of Republican Spain, you can declare war against Nat. Spain as soon as the Spanish civil war begins, with no dissent hit. Also note that you can guarantee the Nationalists as soon as they appear and DOW the Rep. with no dissent hit.

Acquier as much experience as you can while loosing as few men as possible : defend rough terrains, or attack week enemy positions... At the end of the war you should have several level 2 or 3 field marshals, and your divisions will have 1, 2 or even 3 "stars of experience".

If the war does not go well, join your alliance. The French won't leave a chance to Nat. Spain if you go Allies (resp. the Germans will land and annex Rep. Spain if you go Axis). Then your new Spanish friends will join your alliance. Rejoice.

Nota: another possibility is that the friendly spanish side gets annexed: your goal then becomes to grab as much land from Spain as possible before your major ally invades and annexes.

Fortress Greece

Once you have discovered Advanced Construction Engineering (not before!) start filling in the gap in Larisa : a level 10 land fort there will probably be your life insurance sooner or later. If possible, expand the level 5 forts in Ioaninna and Salonika to level 9 (max available in those provinces). Once this is done, 3 to 6 Garrison divisions in each province will be enough to deter almost any enemy. Remember to garrison the beaches also : 2 or 3 Garrison divisions (depending if the terrain is hills or plains) should be enough. If you have spare IC, 1 or 2 levels of coastal forts will make the "Fortres Greece" inviolable. Now your homeland is safe, and you still have spare manpower : you can divert your army to offensive tasks!


Don't forget the Navy!

The Navy is an essential element of the Greek strategy.

Let's face it: the war will be waged overseas, so, better be prepared. You may have no hope to defeat the Kriegsmarine/Royal Navy head on: basically, what you want is a navy strong enough to:

Fortunately, you have a good tech team that will research new ship models quickly - even quicker if you could trade for blueprints. My advice : build 4 to 6 DD-IV (as soon as available) then 2 to 4 CA-IV. Don't forget transports and supply convoys!

Win the Battle of France

Allies

If you're Allied, it's the real crossroads of the game - if France falls, Germany will send its army into the Balkans, and Greece will feel very lonely very soon. That does not mean game over though: if you had time to build your "Maginot Line" with land forts level 9 or 10 in Ioaninna, Larisa and Salonika (and to garrison them properly), you can stalemate the German offensive indefinitely. You will then have to help the Allies on other battlefields until Germany bends under a might greater than hers - this will be a long road but maybe someday you'll have the pleasure to count among Europe's liberators!

But: if you want to take the short way towards victory, you must win the battle of France.

If you already won the Spanish Civil War with Rep. Spain, now they should be Allied, and have sent many divisions to the Franco-Belgian border. The Spanish forces are a nice addition to the French ones, and if you place strategically the 6 to 10 Greek divisions that you can send abroad it becomes possible to win the Battle of France. Or, at least, to stalemate it so that it turns into a war of attrition, effectively neutralizing the German threat (playtested, without any gamey exploit - it works ;) )

If you survive this long, use or create a small navy and move toward Italy. If the have the Libyan coast covered, land in British navel bases close to the middle east and try to grab some southern Libyan provinces. If the italians are beat out in libya or if its looking like it than head south toward Ethopia. once there, grab as much of it as you can. Don't rush it if the Italians won out in africa. ( I have only seen the Italians win out once, so you have great odds.

My advice: place your divisions in Brussels, Namur or Reims, and make them "support attack" against the most likely enemy target. They will take part to battles involving 40+ divisions and earn huge amounts of experience, while saving the Free World altogether. What's not to love? ;)

Axis

If you're Axis, the Germans handle the Battle of France rather well on their own: your aim will be to grab as much land as possible in North Africa / Syria / Southern France before the armistice.

If Nat. Spain is your ally, it may be a good idea to help them take Gibraltar beforehand: that should increase the life expectancy of your navy significantly and therefore increase your gains...

Aftermath

Once this is done, you have almost unlimited possibilities about what to do next...

As Allies, you can push into Germany along with the French, and attempt landings of your own if you want to claim your share of land - eventually you may be able to liberate Denmark or Norway as a Greek puppet, for example. Then, remember that there is a war to win in Asia against Japan!

As Axis, you can prepare Barbarossa, or alternatively try to conquer Africa, the Middle-East and even India from the British.

Whatever path you choose, remember to build enough supply convoys and escorts if you want to be able to hold Greek beachheads anywhere in the world!

A word about land doctrines

You start with the Firepower focus, and your only tech team dedicated to land doctrines is only really efficient if you follow the Grand Battle Plan path.

This path is weak during the early game, but can become really powerful during the late game (after 1944)especially if your choose the Infiltration Assault path, which yields a very high morale score for your divisions (i.e. fast org. regain, really useful for offensives).

A country with a rather small army like Greece would perhaps be better off with the Mobility/Blitzkrieg path which yields higher org values, but the fact that it's harder to research and that your tech team is weaker for this path should make you think twice before you choose this path.


A word about sliders

A clever move is to make 2 or 3 steps towards Central Planning: you'll receive +15% or +20% IC. Then I suggest all the way towards Hawk Lobby to have the production discounts. Finally, move the slider towards Standing Army: since you'll likely follow the Grand Battle Plan path, every little boost to the org. of your divisions is welcome.

Greece

Greece is a difficult nation to play, but can be especially rewarding and fun if played the right way. Expect an interesting but tough game!

Summary

Greece, in most of the world, would be quite a military power (of the order of Argentina or Brazil). Although its IC is small, its army can be quite significant. Unfortunately, it's in Europe...

Diplomacy-wise, you're Paternal Autocrat, so you can join either Axis or Allies. You also have cores in both (Cyprus, Rhodes and Dodecanese).

You start with 15 INF-18, 1 CAV-18, 2 ancient CLs, 2 equally ancient DDs, 2 subs that probably saw service with Alexander, and 2 transport fleets.

Greece is poor, which rules out building an air force or tanks. It's also mountainous, which means even less tanks. And it's in the Mediterranean, so that antediluvian fleet will get sunk by Italy (if you go Allied) or the UK (if you go Axis). However, you can make it quite an infantry power. And if you manage to build a small but modern navy (some decent destroyers and a couple heavy cruisers for example) you'll be able to fight the war actively around the Med, and even further if all goes well...

Detailed analysis

Advantages

Disadvantages

General advices

All general advices concerning minor powers apply to Greece, but since one major alliance will be after you sooner or later, it's especially vital to manage efficiently every resource you have.

And naturally, check your available ministers every year : a few good ones kick in at mid-game...

Tips and strategies to take a good start

Don't be a bully

All countries surrounding you have their independance guaranteed by at least one major alliance (excepted Albania). Put the good old "Warmonger Rampage From The Start Doctrine" (tm) in the closet, you won't need it this time !


Make friends

If you do nothing about world politics from the start of the game, Italy will go to war against you, then Germany. Knowing that, it's better to make a few friends beforehand.

Since you start "paternal autocrat", you can either join the Allies or the Axis. Both will accept you into their alliance even if they are at peace, if your relation with them reaches a decent level, like +140.

To achieve that, trade supplies for money from the start of the game. While you're at it, boost your relation with your future ally to +200, since once you are allied, you will want to buy blueprints and raw materials : a maxed out relation with you new friends will grant you huge discounts on the long run.

You can trade supplies for raw materials until the war starts. If you plan to leave your alliance and wage the war alone, it's vital to have a large stockpile. If you plan to stay with your allies, don't exhaust yourself by buying raw materials : your allies will probably help you for free if you're using more than you're producing. Use the IC for more important matters.


Industrialize

The decent army and land forts you start with will buy you security at home until 1939 or 1940. Use the peacetime years to build 5 factories : by the start of 1939 you'll have 20 IC, and a second tech team will be available. Things are looking better already!


Win the Spanish Civil War

There will be a war close to your home, and you don't want to miss it. It's an excellent occasion to train your troops and leaders while taking no risk for yourself. More over, the spanish navy is not excessively powerful, and you should be able to ferry troops without loosing to much naval battles.

You can choose any side in the war, depending on which alliance you plan to join later on. Note that if you guarantee the independence of Republican Spain, you can declare war against Nat. Spain as soon as the Spanish civil war begins, with no dissent hit. Also note that you can guarantee the Nationalists as soon as they appear and DOW the Rep. with no dissent hit.

Acquier as much experience as you can while loosing as few men as possible : defend rough terrains, or attack week enemy positions... At the end of the war you should have several level 2 or 3 field marshals, and your divisions will have 1, 2 or even 3 "stars of experience".

If the war does not go well, join your alliance. The French won't leave a chance to Nat. Spain if you go Allies (resp. the Germans will land and annex Rep. Spain if you go Axis). Then your new Spanish friends will join your alliance. Rejoice.

Nota: another possibility is that the friendly spanish side gets annexed: your goal then becomes to grab as much land from Spain as possible before your major ally invades and annexes.

Fortress Greece

Once you have discovered Advanced Construction Engineering (not before!) start filling in the gap in Larisa : a level 10 land fort there will probably be your life insurance sooner or later. If possible, expand the level 5 forts in Ioaninna and Salonika to level 9 (max available in those provinces). Once this is done, 3 to 6 Garrison divisions in each province will be enough to deter almost any enemy. Remember to garrison the beaches also : 2 or 3 Garrison divisions (depending if the terrain is hills or plains) should be enough. If you have spare IC, 1 or 2 levels of coastal forts will make the "Fortres Greece" inviolable. Now your homeland is safe, and you still have spare manpower : you can divert your army to offensive tasks!


Don't forget the Navy!

The Navy is an essential element of the Greek strategy.

Let's face it: the war will be waged overseas, so, better be prepared. You may have no hope to defeat the Kriegsmarine/Royal Navy head on: basically, what you want is a navy strong enough to:

Fortunately, you have a good tech team that will research new ship models quickly - even quicker if you could trade for blueprints. My advice : build 4 to 6 DD-IV (as soon as available) then 2 to 4 CA-IV. Don't forget transports and supply convoys!

Win the Battle of France

Allies

If you're Allied, it's the real crossroads of the game - if France falls, Germany will send its army into the Balkans, and Greece will feel very lonely very soon. That does not mean game over though: if you had time to build your "Maginot Line" with land forts level 9 or 10 in Ioaninna, Larisa and Salonika (and to garrison them properly), you can stalemate the German offensive indefinitely. You will then have to help the Allies on other battlefields until Germany bends under a might greater than hers - this will be a long road but maybe someday you'll have the pleasure to count among Europe's liberators!

But: if you want to take the short way towards victory, you must win the battle of France.

If you already won the Spanish Civil War with Rep. Spain, now they should be Allied, and have sent many divisions to the Franco-Belgian border. The Spanish forces are a nice addition to the French ones, and if you place strategically the 6 to 10 Greek divisions that you can send abroad it becomes possible to win the Battle of France. Or, at least, to stalemate it so that it turns into a war of attrition, effectively neutralizing the German threat (playtested, without any gamey exploit - it works ;) )

If you survive this long, use or create a small navy and move toward Italy. If the have the Libyan coast covered, land in British navel bases close to the middle east and try to grab some southern Libyan provinces. If the italians are beat out in libya or if its looking like it than head south toward Ethopia. once there, grab as much of it as you can. Don't rush it if the Italians won out in africa. ( I have only seen the Italians win out once, so you have great odds.

My advice: place your divisions in Brussels, Namur or Reims, and make them "support attack" against the most likely enemy target. They will take part to battles involving 40+ divisions and earn huge amounts of experience, while saving the Free World altogether. What's not to love? ;)

Axis

If you're Axis, the Germans handle the Battle of France rather well on their own: your aim will be to grab as much land as possible in North Africa / Syria / Southern France before the armistice.

If Nat. Spain is your ally, it may be a good idea to help them take Gibraltar beforehand: that should increase the life expectancy of your navy significantly and therefore increase your gains...

Aftermath

Once this is done, you have almost unlimited possibilities about what to do next...

As Allies, you can push into Germany along with the French, and attempt landings of your own if you want to claim your share of land - eventually you may be able to liberate Denmark or Norway as a Greek puppet, for example. Then, remember that there is a war to win in Asia against Japan!

As Axis, you can prepare Barbarossa, or alternatively try to conquer Africa, the Middle-East and even India from the British.

Whatever path you choose, remember to build enough supply convoys and escorts if you want to be able to hold Greek beachheads anywhere in the world!

A word about land doctrines

You start with the Firepower focus, and your only tech team dedicated to land doctrines is only really efficient if you follow the Grand Battle Plan path.

This path is weak during the early game, but can become really powerful during the late game (after 1944)especially if your choose the Infiltration Assault path, which yields a very high morale score for your divisions (i.e. fast org. regain, really useful for offensives).

A country with a rather small army like Greece would perhaps be better off with the Mobility/Blitzkrieg path which yields higher org values, but the fact that it's harder to research and that your tech team is weaker for this path should make you think twice before you choose this path.


A word about sliders

A clever move is to make 2 or 3 steps towards Central Planning: you'll receive +15% or +20% IC. Then I suggest all the way towards Hawk Lobby to have the production discounts. Finally, move the slider towards Standing Army: since you'll likely follow the Grand Battle Plan path, every little boost to the org. of your divisions is welcome.

Ground unit statistics

HOI versions 1.0 - 1.3

Ground Units

Armored Division

Armoured units allow real projection of power on the battlefield. Their speed and firepower make them lethal against all but the best entrenched Infantry. However, as tanks became heaver, their speeds would reduce accordingly. They also required a constant supply of fuel to remain in the field, and if this vital supply was severed, the armoured unit would be next to useless.

Model Total Cost Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
Great War Tank 2880 30 30 1 1 8 2 7 5 30 16 180 7 4 2 4 1 30 1.0 1.0 5 5 5 5
Early Tank 3700 30 30 2 1 8 3 12 8 30 20 185 7 8 2.2 5 1 30 0.5 1.0 9 9 9 9
Basic Medium Tank 4440 30 30 2 2 12 11 20 12 30 24 185 7 10 2.4 7 1 40 0.5 1.0 11 11 11 11
Improved Medium Tank 4810 30 30 3 3 14 13 25 16 30 26 185 7 10 2.6 7 1 40 0.5 1.0 11 11 11 11
Advanced Medium Tank 4995 30 30 4 4 14 14 30 20 30 27 185 7 10 2.8 7 1 40 0.5 1.0 11 11 11 11
Semi–Modern Tank 5365 30 30 4 5 16 16 35 24 30 29 185 7 11 3.0 7 1 45 0.5 1.0 12 12 12 12

Brigades allowed

'Armored'-units can have the following brigades attached: 'Anti Air' 'Armored Car' 'Engineer' 'Heavy Armor' 'Light Armor Brigade' 'Sp Artillery' 'Sp Rct Artillery' 'Super Heavy Armor' 'Tank Destroyer'

Cavalry Division

Cavalry are able to move fairly rapidly over most types of terrain and do not require a supply of fuel to operate, but they are lightly armed when compared with Armoured units, and the automatic weapons of the time can inflict devastating casualties to both men and horses. That is not to say that Cavalry can't prove useful in some instances as a mobile reserve.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
Cavalry '18 30 30 1 2 4 0 10 10 100 8 95 9 7 1.2 0 4 30 1.0 1.0 7 7 7 7
Cavalry '36 30 30 2 3 8 1 10 10 100 8 95 9 7 1.2 0 4 30 0.5 1.0 7 7 7 7
Cavalry '39 30 30 3 4 10 2 12 12 100 8 95 9 7 1.3 0 4 30 0.5 1.0 7 7 7 7
Semi–Motorized Cavalry '39 30 30 4 4 12 2 14 14 95 9 95 9 7 1.5 1.5 4 30 0.5 1.0 7 7 7 7
Armored Cavalry '44 30 30 7 6 16 10 20 20 60 14 135 9 10 2.2 0 4 30 0.5 1.0 10 10 10 10
Air Cavalry '45 40 40 7 6 16 10 20 18 80 25 155 9 14 2.8 7 4 30 0.5 1.0 14 14 14 14

Brigades allowed

'Cavalry'-units can have the following brigades attached: 'Anti Air' 'Anti Tank' 'Armored Car' 'Artillery' 'Engineer' 'Light Armor Brigade' 'Sp Artillery' 'Tank Destroyer'

Garrison Division

Garrison Divisions are second line troops used to safeguard valuable objectives far from the front lines. They lack heavy equipment and transportation, making them immobile except for strategic redeployment . They have limited fighting capability but can be used to free more capable troops for frontline use.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
Garrison '18 30 30 1 3 5 1 2 10 100 5 60 10 1 0.5 0 6 10 1.0 1.0 3 3 3 3
Garrison '39 30 30 3 4 12 2 7 15 95 5 60 10 1 0.6 0 8 10 0.5 1.0 3 3 3 3
Garrison '43 30 30 4 6 16 5 12 25 85 5 60 10 1 0.7 0 10 10 0.5 1.0 3 3 3 3

Brigades allowed

'Garrison'-units can have the following brigades attached: 'Anti Air' 'Anti Tank' 'Artillery' 'Engineer' 'Police' 'Rocket Artillery'

HQ Division

Headquarters are the brains of your armed forces. They contain the staff that keeps your army running, such as logistics and planning staff. They give a bonus to the units fighting in the vicinity but it is advisable to guard them, as their own fighting ability is poor.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
HQ '36 30 30 1 3 1 1 25 25 100 16 270 5 2 0.5 0 2 10 1.0 1.0 2 2 2
HQ '39 30 30 3 4 2 1 30 30 95 18 250 5 5 0.6 2 2 10 0.5 1.0 5 5 5
HQ '43 30 30 4 6 3 1 35 35 80 21 200 5 10 0.7 4 2 10 0.5 1.0 10 10 10

Brigades allowed

'HQ'-units can have the following brigades attached: 'Anti Air' 'Artillery' 'Engineer' 'Police' 'Rocket Artillery' 'Sp Artillery' 'Sp Rct Artillery'

Infantry Division

Infantry will most likely make up the bulk of your army. They are relatively cheap to build and require no regular fuel supply to manoeuvre, but their lack of motorized transport means their speed of advance is limited. However, Infantry are able to occupy large areas of land, securing ground captured by other forces.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
Infantry '18 30 30 1 3 5 1 10 13 100 7 95 10 4 0.9 0 2 10 1.0 1.0 6 6 6 6
Infantry '36 30 30 2 3 10 1 12 15 100 7 95 10 5 1 0 2 10 0.5 1.0 6 6 6 6
Infantry '39 30 30 3 4 12 2 18 18 100 7 95 10 5 1 0 2 10 0.5 1.0 6 6 6 6
Infantry '41 30 30 4 5 14 4 24 24 100 7 95 10 5 1 0 2 10 0.5 1.0 7 7 7 7
Infantry '43 30 30 4 6 16 5 30 30 100 7 95 10 5 1.1 0 2 10 0.5 1.0 7 7 7 7
Infantry '45 30 30 6 6 18 6 35 35 100 7 95 10 6 1.1 0.1 2 10 0.5 1.0 7 7 7 7

Brigades allowed

'Infantry'-units can have the following brigades attached: 'Anti Air' 'Anti Tank' 'Armored Car' 'Artillery' 'Engineer' 'Light Armor Brigade' 'Police' 'Rocket Artillery' 'Sp Artillery' 'Sp Rct Artillery' 'Tank Destroyer'

Light Armored Division

Armoured units allow real projection of power on the battlefield. Their speed and firepower make them lethal against all but the best entrenched Infantry. However, as tanks become heavier, their speeds will reduce accordingly. They also require a constant supply of fuel to remain in the field and if this vital supply is severed, the armoured unit will be almost useless.

Light armored divisions upgrade to basic medium armor divisions. The advanced light armor tech allows you to build a light armor brigade which can be added to almost every kind of division.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
Tankette 30 30 2 1 6 2 10 8 30 17 150 7 8 1.6 3 1 30 1.0 1.0 9 9 9 9
Basic Light Tank 30 30 2 2 7 5 15 10 30 20 155 7 10 1.8 4 1 30 0.5 1.0 11 11 11 11
Improved Light Tank 30 30 3 3 8 6 20 12 30 21 170 7 10 2.0 5 1 30 0.5 1.0 11 11 11 11

Brigades allowed

'Light Armored'- divisions can have the following brigades attached: 'Anti Air' 'Armored Car' 'Engineer' 'Heavy Armor' 'Light Armor Brigade' 'Sp Artillery' 'Sp Rct Artillery' 'Super Heavy Armor' 'Tank Destroyer'

Marine Division

Marines are an elite branch of the Infantry, specifically trained for assaulting beaches and other naval operations. They make use of specialised equipment and tactics to give them an edge over regular Infantry in such an environment.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
Marines '36 40 40 2 3 8 1 12 15 100 9 160 10 4 0.8 0 3 10 0.5 1.0 5 5 5 5
Marines '39 40 40 3 4 10 2 18 18 100 9 160 10 5 0.8 0 3 10 0.5 1.0 6 6 6 6
Marines '41 40 40 4 5 12 4 24 20 100 9 160 10 5 0.9 0 3 10 0.5 1.0 6 6 6 6
Marines '43 40 40 5 6 14 5 30 25 100 9 160 10 5 0.9 0 3 10 0.5 1.0 6 6 6 6

Brigades allowed

'Marines'-units can have the following brigades attached: 'Anti Air' 'Anti Tank' 'Artillery' 'Engineer' 'Light Armor Brigade' 'Rocket Artillery' 'Sp Artillery' 'Sp Rct Artillery' 'Tank Destroyer'

Mechanized Division

Mechanized Infantry are equipped with all-terrain vehicles, such as the halftrack, which does not limit them to roads as with Motorized Infantry and allows them to work well with armoured units. However, the specialist equipment they require means their cost is high.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
Mechanized Infantry '42 30 30 4 5 14 5 20 20 60 14 125 10 10 1.3 4.5 2 30 0.5 1.0 11 11 11 11
Mechanized Infantry '43 30 30 4 6 16 6 25 25 60 14 125 10 10 1.4 4.5 2 30 0.5 1.0 11 11 11 11
Mechanized Infantry '44 30 30 6 6 18 7 32 32 60 14 125 10 10 1.5 4.5 2 30 0.5 1.0 11 11 11 11
Mechanized Infantry '45 30 30 7 6 20 8 37 37 60 14 125 10 10 1.5 4.5 2 30 0.5 1.0 11 11 11 11

Brigades allowed

'Mechanized'-units can have the following brigades attached: 'Anti Air' 'Anti Tank' 'Armored Car' 'Engineer' 'Heavy Armor' 'Light Armor Brigade' 'Sp Artillery' 'Sp Rct Artillery' 'Tank Destroyer'

Militia Division

Militia are a cheap and rapidly formed Infantry unit. Their hurried training and poor equipment mean they are of little use in combat, although they can be useful for controlling territory and as a last line of defence when no other units are available.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
Militia '36 30 30 1 2 2 0 1 8 100 4 50 5 4 0.2 0 1 10 0.5 1.0 4 6 4 4
Militia '43 30 30 1 3 6 3 5 15 100 4 55 5 4 0.5 0 1 10 0.5 1.0 4 4 4 4

Brigades allowed

'Militia'-units can have the following brigades attached: 'Anti Air' 'Anti Tank' 'Armored Car' 'Artillery' 'Light Armor Brigade'

Motorized Division

Motorized Infantry make use of wheeled vehicles, such as trucks, to manoeuvre more rapidly than basic Infantry. But they are limited to roads and so their performance may suffer in provinces with low infrastructure levels.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
Motorized Infantry '40 30 30 3 4 12 2 15 15 80 14 100 10 8 1.2 3.5 2 30 0.5 1.0 10 10 10 10
Motorized Infantry '42 30 30 4 5 14 4 20 25 80 12 100 10 9 1.3 3.5 2 30 0.5 1.0 10 10 10 10
Motorized Infantry '44 30 30 4 6 16 5 27 35 80 12 100 10 9 1.4 3.5 2 30 0.5 1.0 10 10 10 10

Brigades allowed

'Motorized'-units can have the following brigades attached: 'Anti Air' 'Anti Tank' 'Armored Car' 'Artillery' 'Engineer' 'Light Armor Brigade' 'Rocket Artillery' 'Sp Artillery' 'Sp Rct Artillery' 'Tank Destroyer'

Mountain Division

Mountain Troops are an elite branch of the Infantry, specifically trained for operations in mountainous terrain. They make use of specialised equipment and tactics to give them an edge over regular Infantry in such an environment.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
Mountain '36 40 40 2 3 8 1 12 15 100 8 120 10 4 0.8 0 3 8 0.5 1.0 5 5 5 5
Mountain '39 40 40 3 4 10 2 18 18 100 8 120 10 5 0.8 0 3 8 0.5 1.0 5 5 5 5
Mountain '41 40 40 4 5 12 4 24 24 100 8 120 10 5 0.9 0 3 8 0.5 1.0 5 5 5 5
Mountain '43 40 40 5 6 14 5 30 30 100 8 120 10 5 0.9 0 3 8 0.5 1.0 5 5 5 5

Brigades allowed

'Mountain'-units can have the following brigades attached: 'Anti Air' 'Anti Tank' 'Artillery' 'Engineer' 'Police'

Paratroop Division

Paratroopers are an elite branch of the Infantry, specifically trained to either parachute to the ground or be ferried to a battle in gliders. Their rapid deployment capability makes them ideal for use as a mobile reserve or for use in capturing a strategic asset behind enemy lines. However, they are handicapped by a lack of heavy equipment due to their mode of travel, and when they are in action it is advisable to move other units to their support.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
Airborne '39 40 40 2 3 8 1 16 11 100 12 180 15 4 1.4 0 3 10 0.5 1.0 5 5 5 5
Airborne '41 40 40 3 4 10 2 20 16 100 12 180 15 5 1.5 0 3 8 0.5 1.0 6 6 6 6
Airborne '43 40 40 4 5 12 4 28 20 100 12 180 15 5 1.7 0 3 5 0.5 1.0 6 6 6 6
Airborne '45 40 40 5 6 14 5 35 25 100 12 180 15 5 1.9 0 3 5 0.5 1.0 6 6 6 6

Brigades allowed

'Paratroops'-units can have the following brigades attached: 'Anti Air' 'Anti Tank' 'Artillery'

Brigade Units

Brigade Unit effects apply only to the division to which they are attached. They do not apply to the corps to which they are in.

Anti-aircraft Brigade

Anti-Aircraft weapons will increase the 'Air Attack' capability of your units, so that they inflict more damage on Aircraft.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
Basic Anti–Air 1 2 1 1 5 40 2 -1 0.3 0.5 1.0
Improved Anti–Air 2 3 1 1 5 40 2 0.35 0.5 1.0
Advanced Anti–Air 3 3 2 1 5 40 2 0.4 0.5 1.0
Semi–Modern Anti–Air 4 4 3 2 5 40 2 0.45 0.5 1.0

Anti-tank Brigade

Anti-Tank weapons will increase the 'Hard Attack' capability of your units, making them more effective against Armoured and Mechanized units.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
Early Anti–Tank 2 1 4 60 2 -1 0.3 0.5 1.0
Basic Anti–Tank 3 2 5 60 2 -1 0.35 0.5 1.0
Improved Anti–Tank 5 3 5 60 2 -1 0.4 0.5 1.0
Advanced Anti–Tank 6 4 5 60 2 -1 0.45 0.5 1.0
Semi–Modern Anti–Tank 7 5 5 60 2 -1 0.5 0.5 1.0

Armored Car Brigade

Armored Cars are wheeled vehicles, typically with light armour and modest weaponry. They give your units an added capability against soft targets, being most effective against supply trucks and rear area troops.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
Basic Armored Car 3 2 1 1 -5 3 60 2 1 0.4 0.5 1.0
Improved Armored Car 6 3 1 2 2 -5 3 60 2 1 0.45 0.5 1.0

Artillery Brigade

Artillery pieces will increase the 'Soft Attack' capability of your units, inflicting more damage on Infantry and Motorized units.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
Great War Light Artillery 2 1 2 5 45 2 -1 0.6 0.5 1.0
Great War Medium Artillery 3 1 2 5 60 2 -1 0.8 0.5 1.0
Great War Heavy Artillery 4 1 2 6 80 2 -2 1.1 0.5 1.0
Early Artillery 4 2 3 5 60 2 -1 1.0 0.5 1.0
Basic Artillery 5 2 4 5 60 2 -1 1.1 0.5 1.0
Improved Artillery 6 2 4 6 60 2 -1 1.2 0.5 1.0
Advanced Artillery 7 2 5 7 60 2 -1 1.3 0.5 1.0
Semi–Modern Artillery 8 3 5 7 60 2 -1 1.4 0.5 1.0

Engineer Brigade

Engineer Brigades help crossing rivers, making the process quicker and reducing disorganisation. The combat bonus is a +20 combat modifier for the engineering brigade.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
Engineer 3 5 4 45 2 1 0.3 0.5 1.0

Heavy Armored Brigade

Heavy Armor gives your units a considerable boost in both hard and soft attack. Heavy Tanks are used when breaking enemy lines, being extremely hard to kill. But they slow your units down and require considerable amounts of supplies and fuel.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
Basic Heavy Tank 2 2 2 2 -10 8 80 2 -1 0.7 2.5 0.5 1.0
Improved Heavy Tank 4 4 4 4 -12 9 80 2 -1 0.8 3.0 0.5 1.0
Advanced Heavy Tank 5 6 6 6 -15 9 80 2 -2 1 3.5 0.5 1.0

Light Armored Brigade

Armoured units allow real projection of power on the battlefield. Their speed and firepower make them lethal against all but the best entrenched Infantry. However, as tanks become heavier, their speeds will reduce accordingly. They also require a constant supply of fuel to remain in the field and if this vital supply is severed, the armoured unit will be almost useless.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
Light Tank 8 2 3 3 3 -8 5 60 2 0.7 1.5 0.5 1.0

Police Brigade

Police Brigades are good at suppressing partisans and rebels.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
Police 3 2 35 2 0.1 3 0.5 1.0

Rocket Artillery Brigade

Rocket Artillery gives your units an added capability against soft units. Rockets are an area weapon, saturating an area with explosions, and are thus most effective against Infantry concentrations.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
Basic Rocket Artillery 5 1 2 4 45 2 -1 1.5 0.5 1.0
Improved Rocket Artillery 6 1 3 5 45 2 -1 1.5 0.5 1.0
Advanced Rocket Artillery 7 3 4 6 45 2 -1 1.5 0.5 1.0

Self-Propelled Artillery Brigade

SP, or Self-Propelled, Artillery gives your armored and mechanized units an additional punch against enemy infantry while not reducing the speed of those units as much as normal artillery.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
Early SP Artillery 4 2 3 3 -5 6 70 2 1.3 1 0.5 1.0
Basic SP Artillery 5 2 4 4 -6 7 70 2 1.4 1 0.5 1.0
Improved SP Artillery 6 2 4 4 -7 7 70 2 1.5 1 0.5 1.0
Advanced SP Artillery 7 3 5 5 -8 8 70 2 1.6 1 0.5 1.0

Self-Propelled Rocket Artillery Brigade

SP, or Self-Propelled, Rocket Artillery gives your armored and mechanized units added capability against soft units such as infantry. They are very effective against enemy infantry, and do not reduce the speed of your fast units like normal rocket artillery.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
Basic SP Rct Artillery 5 1 4 4 -6 6 60 2 1.5 1 0.5 1.0
Improved SP Rct Artillery 6 1 4 4 -7 7 60 2 1.5 1 0.5 1.0
Advanced SP Rct Artillery 7 3 5 5 -8 8 60 2 1.5 1 0.5 1.0

Super Heavy Armored Brigade

Super Heavy Armor is the ultimate shock weapon. Nearly impossible to kill, they give horrendous bonuses to your units' hard and soft attack values. They also consume enormous amounts of supplies and fuel, and slow your units to a crawl.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
Super–Heavy Tank 7 8 2 8 -20 10 120 2 -4 1.5 5 0.5 1.0

Tank Destroyer Brigade

Tank Destroyers are similar to normal Tanks. The difference is that they don't have a rotating turret, and mount most of their armor to the front. They give your units an added capability against hard targets such as enemy armor.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
Early Tank Destroyer 2 1 1 -5 7 70 2 0.5 1 0.5 1.0
Basic Tank Destroyer 3 2 2 -6 7 70 2 0.6 1 0.5 1.0
Improved Tank Destroyer 5 3 3 -7 7 70 2 0.7 1 0.5 1.0
Advanced Tank Destroyer 1 6 4 4 -8 8 70 2 0.75 1 0.5 1.0
Semi–Modern Tank Destroyer 1 7 5 5 -9 8 70 2 0.8 1 0.5 1.0

Download PDF

Doomsday 1.0 - 1.3

Available as a PDF file: Land Unit Statistics . Also, a complete Excel file is available: DD UnitStats v1.2 Excel File

Guangxi Clique

Guangxi Clique may not have what it takes to become a major power, but it can become a vital player in China's fight against Japan. As one of the Chinese warlords, Guangxi Clique will automatically ally with the rest of china if and when the Japanese DOW sometime in mid-1937. Your first year and a half should be devoted to preparing for this war.


Military

You start out with a pretty good sized army, with a makeup of about 1/3 militia 2/3 '18 infantry. Overall, a well equiped army for such a small nation. All focus should be directed at infantry. Some mountain and cavalry troops might do some good as well, but a navy and airforce should be ignored entirely. You lack the tech teams to research these areas, and even if you do, the Imperial Japanese Navy will crush you. (not tested as of yet, but building some interceptors might help in keeping the japanese bombers out of your skies). Now you see why Guangxi Clique does not have any chance of becoming a world power.


Diplomacy

This area is quite straighforward. You have +199 relations with most of the other Chinese factions. However, don't pursue an alliance with the Nationalists right off the bat; for some reason they never accept. wait until the Japanese invasion when the alliance will happen automatically. If you want, you could go for the lands of Yunnan early on, and crush them in a matter of months (the only limiting factor here is the horrible Tc you'll have). This gives your troops some extra experience while granting your industry a slight boost (around 6 IC). However, your sliders all start out very far towards the right, and due to your isolationist leanings you will get a massive dissent boost any time you delcare war. Therefore, a strategy similar top that used for Argentina will suffice. Stock up on supplies, then when the war starts, devote all IC to consumer goods. The dissent should abate quickly. It will of course be tempting to take Tibet and Sinkaing after you deal with Yunnan, but their lands have nothing of interest, and a war in the Himilayas is generally not a good idea. It will also tie up troops far from the action once the war with Japan starts.

You can also pursue an alliance with Yunnan if this is done very early. Historically they were on opposite sides in the Central Plains War , which is probably what the Guanxi clique war Nationalist China gets is based on.

Economy and Tech Teams

Lets face it- your economy is mediocre at best and you tech teams are primarily suited for infantry research. You should have the technology for '36 infantry by mid 1936. From here on out, you want to upgrade all of your land forces; only train new units when all of the upgrades are carried out.


The War Against Japan

Guangxi Clique

Guangxi Clique may not have what it takes to become a major power, but it can become a vital player in China's fight against Japan. As one of the Chinese warlords, Guangxi Clique will automatically ally with the rest of china if and when the Japanese DOW sometime in mid-1937. Your first year and a half should be devoted to preparing for this war.


Military

You start out with a pretty good sized army, with a makeup of about 1/3 militia 2/3 '18 infantry. Overall, a well equiped army for such a small nation. All focus should be directed at infantry. Some mountain and cavalry troops might do some good as well, but a navy and airforce should be ignored entirely. You lack the tech teams to research these areas, and even if you do, the Imperial Japanese Navy will crush you. (not tested as of yet, but building some interceptors might help in keeping the japanese bombers out of your skies). Now you see why Guangxi Clique does not have any chance of becoming a world power.


Diplomacy

This area is quite straighforward. You have +199 relations with most of the other Chinese factions. However, don't pursue an alliance with the Nationalists right off the bat; for some reason they never accept. wait until the Japanese invasion when the alliance will happen automatically. If you want, you could go for the lands of Yunnan early on, and crush them in a matter of months (the only limiting factor here is the horrible Tc you'll have). This gives your troops some extra experience while granting your industry a slight boost (around 6 IC). However, your sliders all start out very far towards the right, and due to your isolationist leanings you will get a massive dissent boost any time you delcare war. Therefore, a strategy similar top that used for Argentina will suffice. Stock up on supplies, then when the war starts, devote all IC to consumer goods. The dissent should abate quickly. It will of course be tempting to take Tibet and Sinkaing after you deal with Yunnan, but their lands have nothing of interest, and a war in the Himilayas is generally not a good idea. It will also tie up troops far from the action once the war with Japan starts.

You can also pursue an alliance with Yunnan if this is done very early. Historically they were on opposite sides in the Central Plains War , which is probably what the Guanxi clique war Nationalist China gets is based on.

Economy and Tech Teams

Lets face it- your economy is mediocre at best and you tech teams are primarily suited for infantry research. You should have the technology for '36 infantry by mid 1936. From here on out, you want to upgrade all of your land forces; only train new units when all of the upgrades are carried out.


The War Against Japan

Guatemala

Guatemala is located in Central America. It has 4 neighbors-Britain in Belize , Mexico , El Salvador , and Honduras . The IC is 7, the highest in Central America. You also have claims on the one-territory country of El Salvador . Your government is corrupt, ineffective, and full of just plain ole' bad leaders. Good ministers come at the beginning of WW2.


Tips

You always remember your first (And second, and third, and fourth)

El Salvador

These guys are a joke. Create a Militia division , and invade away. You may have noticed no partisan activity: They are one of your national provinces . This works for us! No need to set up a puppet El Salvador, and there is a full transfer of El Salvadorian IC to you.

Honduras

After you receive a nice boost of IC from El Salvador and your industrial technology, you can create either 2 more militias or a nice new Infantry division. Whichever one you create, Honduras will fall with a double attack from Guatemala and El Salvador . This continues the addition of Rare Materials and energy (which are pretty sorely needed).

Nicaragua and possible U.S. Intervention

As you may have noticed, The U.S. canceled their Non-Aggression pact with you. Invest your money in them! Influence, influence and more frikkin' influence. The U.S. keeps all trade agreements, and even influences you back if their relation is over +80. This may solve our problem of U.S. intervention. If the U.S. does declare war on us, there is one thing to do. Fortify by increasing troop presence. Up until the mid 40's, the bulk of the United States army is Infantry, and infantry make fairly poor landings, especially on mountain terrains like Guatemala (and Nicaragua if you have taken it already). Another thing to remember is the fact that The Canal is in this region. If you're the risky type, go ahead and build a transport! Then land on Colòn. Faster than you can say, "The United States offers a white peace"... Er... the United States offers a white peace. Accept it promptly. If the U.S. is that concerned, they will have created an alliance with Nicaragua. This... Well this is not good. But it is important to attack and annex Nicaragua immediately, otherwise the U.S. lands a pretty sizable force (by your standards) that is able of skyrocketing up to 5 divisions. Once Nicaragua is down though, and if the U.S. did remain neutral, you must influence them after the war until your relations are very good. While accumulating the money to do this, be sure to increase either your military or your convoys.

Costa Rica

These guys are a joke. A half strengthened army, and a possible Air Force (depending what part of '37-'38 you invade) are no match and they are overrun immediately. Now you should be increasing your monetary situations. Influence The U.K. and U.S. Next target: Panama.

Panama , more U.S. Intervention, and Canal Trudging

Panama has a fairly decent navy for a Central American country. But we aren't attacking with a navy... Here are some things to remember:

South America, onward!

Columbia is a nice target. A small army, and small air force won't be a huge deal. However, you may want to consider Ecuador first. Your supply efficiency has fallen considerably (to 30% in some cases). Time to land at Guayaquil for supply of South America. One division should be stationed here, so you can easily put a large amount of military presence here. If you got Colòn , you can begin buildup of troops on the Columbian border. After Ecuador is under wraps, invade Columbia! They fall quickly, and there isn't much dissent. Now lets go after Venezuela . The oil fields at Maracaibo are a good first target and make you a nation loved by the dictatorships of Europe (Finland, Germany, especially Italy). After Venezuela falls, we turn to the Carribean.

The landings at Cuba and Hispaniola

Cuba maintains a professional Navy and a small Military (2-3 infantry divisions). Land as far away from the navy as possible. They will destroy your transport fleet easily. Once Cuba has been mounted and defeated, regroup for an invasion of either Haiti or the Dominican Republic.

Hint about Hispaniola

The Dominican Republic, while more industrialized than its neighbor Haiti, has a serious tactical flaw. The Dominican Republic has 2 provinces, while Haiti has 1. Any able bodied commander can tell you that more defense needed can cause a problem in manpower. The D-Day landings are a perfect example of that. The provinces Santiago and Santo Domingo are owned the the Republic. Santiago has one Infantry division, while the city of Santo Domingo has 2-3. You must land at Santiago first, before Haiti, and before Santo Domingo.

Now we're at Haiti

Hopefully you have 4-6 Divisions on the island. Just invade Haiti!

The New Guatemalan Empire

Sounds cool, eh? Now, if you want to, reap the Colonial pigs' Carribean provinces. Canada will be around and when France falls... join the Germans. An alliance with a fully secured Empire to the South of The U.S. may just keep them out of any initial fighting. Hell... Invade Canada, Mexico, even the U.S.!

UberBenny 22:12, 21 January 2008 (CET)

Guatemala

Guatemala is located in Central America. It has 4 neighbors-Britain in Belize , Mexico , El Salvador , and Honduras . The IC is 7, the highest in Central America. You also have claims on the one-territory country of El Salvador . Your government is corrupt, ineffective, and full of just plain ole' bad leaders. Good ministers come at the beginning of WW2.


Tips

You always remember your first (And second, and third, and fourth)

El Salvador

These guys are a joke. Create a Militia division , and invade away. You may have noticed no partisan activity: They are one of your national provinces . This works for us! No need to set up a puppet El Salvador, and there is a full transfer of El Salvadorian IC to you.

Honduras

After you receive a nice boost of IC from El Salvador and your industrial technology, you can create either 2 more militias or a nice new Infantry division. Whichever one you create, Honduras will fall with a double attack from Guatemala and El Salvador . This continues the addition of Rare Materials and energy (which are pretty sorely needed).

Nicaragua and possible U.S. Intervention

As you may have noticed, The U.S. canceled their Non-Aggression pact with you. Invest your money in them! Influence, influence and more frikkin' influence. The U.S. keeps all trade agreements, and even influences you back if their relation is over +80. This may solve our problem of U.S. intervention. If the U.S. does declare war on us, there is one thing to do. Fortify by increasing troop presence. Up until the mid 40's, the bulk of the United States army is Infantry, and infantry make fairly poor landings, especially on mountain terrains like Guatemala (and Nicaragua if you have taken it already). Another thing to remember is the fact that The Canal is in this region. If you're the risky type, go ahead and build a transport! Then land on Colòn. Faster than you can say, "The United States offers a white peace"... Er... the United States offers a white peace. Accept it promptly. If the U.S. is that concerned, they will have created an alliance with Nicaragua. This... Well this is not good. But it is important to attack and annex Nicaragua immediately, otherwise the U.S. lands a pretty sizable force (by your standards) that is able of skyrocketing up to 5 divisions. Once Nicaragua is down though, and if the U.S. did remain neutral, you must influence them after the war until your relations are very good. While accumulating the money to do this, be sure to increase either your military or your convoys.

Costa Rica

These guys are a joke. A half strengthened army, and a possible Air Force (depending what part of '37-'38 you invade) are no match and they are overrun immediately. Now you should be increasing your monetary situations. Influence The U.K. and U.S. Next target: Panama.

Panama , more U.S. Intervention, and Canal Trudging

Panama has a fairly decent navy for a Central American country. But we aren't attacking with a navy... Here are some things to remember:

South America, onward!

Columbia is a nice target. A small army, and small air force won't be a huge deal. However, you may want to consider Ecuador first. Your supply efficiency has fallen considerably (to 30% in some cases). Time to land at Guayaquil for supply of South America. One division should be stationed here, so you can easily put a large amount of military presence here. If you got Colòn , you can begin buildup of troops on the Columbian border. After Ecuador is under wraps, invade Columbia! They fall quickly, and there isn't much dissent. Now lets go after Venezuela . The oil fields at Maracaibo are a good first target and make you a nation loved by the dictatorships of Europe (Finland, Germany, especially Italy). After Venezuela falls, we turn to the Carribean.

The landings at Cuba and Hispaniola

Cuba maintains a professional Navy and a small Military (2-3 infantry divisions). Land as far away from the navy as possible. They will destroy your transport fleet easily. Once Cuba has been mounted and defeated, regroup for an invasion of either Haiti or the Dominican Republic.

Hint about Hispaniola

The Dominican Republic, while more industrialized than its neighbor Haiti, has a serious tactical flaw. The Dominican Republic has 2 provinces, while Haiti has 1. Any able bodied commander can tell you that more defense needed can cause a problem in manpower. The D-Day landings are a perfect example of that. The provinces Santiago and Santo Domingo are owned the the Republic. Santiago has one Infantry division, while the city of Santo Domingo has 2-3. You must land at Santiago first, before Haiti, and before Santo Domingo.

Now we're at Haiti

Hopefully you have 4-6 Divisions on the island. Just invade Haiti!

The New Guatemalan Empire

Sounds cool, eh? Now, if you want to, reap the Colonial pigs' Carribean provinces. Canada will be around and when France falls... join the Germans. An alliance with a fully secured Empire to the South of The U.S. may just keep them out of any initial fighting. Hell... Invade Canada, Mexico, even the U.S.!

UberBenny 22:12, 21 January 2008 (CET)

Abbreviations

Contents

The following abbreviations are commonly found in the game and on the official forums.

A

B

C

D

E

F

G

H

I

L

M

N

O

P

R

S

T

W

HOI2 Patch1.1


Interface Enhancements

- The maximum organisation can now always be seen. In the detail screen, in tooltips, and as small graphical markers.

- Added an indicator to show the current speed of a corps in the interface.

- Improved several tooltips with even further information and/or clarifications.

- Added information in colorcoding to the convoy interface.

- Added a small indicator to the combatlist interface to show which have a combat event.

- Added the option to switch between sprites/counters when rightclicking on the pause-button.

- Added an option to set a synchronized arrival time for landunit stacks when moving/attacking.

- Due to popular demand, detect numbers are now shown instead of "fieldmarshal" names on counters.

- Improved the shown "detected sizes" for stacks. Seperate values for air/surface stacks.

- Colorcoded unitsizes on screens to be red if over command-limit.

- Added support for national names for armies, fleets and airfleets.

- "goto" on a combat-started popupbox now actually selects that combat, instead of just centering on that province.

- Added the "mission finished" message after a sea transport mission is done.

- Added a message for "Leader has died".

- There is now information in the cancelled trade agreement message, about which was cancelled.

Gameplay Changes

- Changed logics of when its possible to attach brigades, to reduce some exploits.

- Rewrote combat algoritms to not always give guaranteed hits when dogpiling.

- Weather and Night affects in landcombat now only affects attacking efficiency for both sides.

- Envelopment in landcombat now requires 3 provinces rather than 2.

- Fortressbuster trait now only reduces fort penalty by 25%.

- Org regain is now significantly higher when low. (<25% of max x3, < 50% x2, > 75% /2 )

- Convoy paths will now attempt to avoid seazones with subs on convoy raiding missions.

- Convoy paths now get reevaluated everytime they get attacked.

- Airplanes should now attempt to move immediately after a combat.

- Added some terrain penalties to bomb-missions for planes.

- Province buildings now only increases max-capacity when they are deployed, and slowly grow to the new one.

- Modified HQ unit speeds and fuelconsumptions, and removed cap on engineers attached.

- The "repair/construct" speed from infrastructure is now never lower than 10%.

- A carrier now always have at least 1 in subattack to avoid endless battles.

- Halved the belligerence impact from annexing countries.

- Improved the efficiency at night for submarines.

- Its now possible to rebase ships with troops on them, if within sea-transport range.

- There is now a hard-cap on how big an airforce taskforce can be. Maximum 4 airwings in it.

- Tweaked air command limits to be 2, 4, 8, 16 to fit the new stack rules.

- Increased penalties for attacking in bad weather and through mud.

- Puppets can no longer invite someone to an alliance.

- Tweaked transport planes to be cheaper and better at later techs to simulate the need of lesser amount of planes.

- Severly decreased the techeffects on airbase building speed.

- Based and other undeployed provincial developments now cause a severe drain on TC.

- Halved the speed of landcombat & air v land bombs.

- Average speed of fleets now modify closing speed in naval combats.

- Tweaked weathercode for battlescenarios to make sure weather patterns are started in the active map.

- Winters are now longer.

- Anyone with a guarantee will get +1 on interventionism whenever anyone else declares war on it, if on the same continent.

- Creating a puppet nolonger gives it a large part of your manpower.

- Isolationists that can not ally with anyone can neither guarantee another nations independence.

- Dissent now affects IC.

- Tweaked effects from strategic bombing missions.

- Increased strategic attack of SBs, TACs, Flying bombs and rockets significantly.

- Decreased cost of rockets and bombs siginifcantly.

- Decreased visibility of submarines.

- Tweaked up effect of submarines versus convoys.

- Moved 5 org from Elastic Defence & Spearhead and added them to Fire Brigade & Spearhead HQs.

- Autoconvoy creation now takes blocked seazones into account if possible.

- Experience is now applied in bombruns as well.

- Infra is now damaged when a province is taken over.

- Increase the range of transports to 3000.

- A unit out of supply can no longer strat-redeploy.

- Units loaded on ships will now clear their orders properly whenever the ship moves.

- Airunits now fight with lesser effectivity if they lack supplies.

- No missions are valid except for rebase for an airunit without oil.

- You can only trade provinces between allies now.

- 0 infra provinces surrounded by only enemy territory with any infra now automatically change control to the enemies.

- Carriers doing port-strike are now slightly less lethal.

- Tactical bombers are now slightly more lethal.

- Reduced IC from non-national even further.

- It is no longer a linear return on bombing infrastructure. The less there is left the less can be damaged now.

- Rebasing now works with multiple airunits selected.

- Newly built units can now only be deployed in owned provinces (on the same continent as the capital).

- Conquering territory out from a puppets territory will now give the occupation to the puppetmaster if the puppetmaster is conquering.

- Puppetstatus now override ai-prefs for ignores in tech/resource trades.

- Provinceimprovements in progress are now cancelled when a province becomes occupied.

- Units now only go to pool when owners change if they are enemies with the new owners.

- Techteams are now properly removed at the end of a project if they are no longer active.

- Rockets can no longer rebase, but instead they can be strategically redeployed.

- Units retreating to something that is cut-off should no longer automatically be deleted if they got at least 50% of their maximum org.

- Neutrals can no longer spot other neutral ships automatically at sea.

- Its no longer possible to attack, then break off the attack after 1 hour and attack again. - There is now a 5% dissent hit for cancelling a non-agression pact.

- Units in enemy territory when peace is signed is now strat-redeployed back to the capital (using civilian ships if needed.)

- Relations no longer drop if an alliance partner or puppet/master cancels an agreement between them.

AI Improvements

- Worked alot on the front AI to teach it to evaluate attack and defend odds better, also improved its

- Improved the AI's evaluation of when to break off attacks.

- Improved the AI's understanding of establishing reserves.

- AI now tries to group motorized infantry with mechs and armor if possible.

- The AI now synchronizes attacks smarter.

- Now the front AI reacts quicker to the players and other nations actions.

- Air AI taskforce composition has been improved.

- Air AI is now better att evaluating when to evacuate bases.

- Wolfpack AI now spreads out attacks more.

- Convoy AI now adapts better to hostilities, and also attempts to bring home stockpiles more efficiently.

- Improved the cooperation between AIR and Naval AI.

- The AI is now a lot smarter about using its serial runs.

- Improved the AI for researching technologies.

- Pathfing AI is now much smarter and tries to avoid danger if possible.

- The AI for accpeting nations asking to join their alliance was rewritten.

- Diplomatic AI now cancels non-agression pacts in attempts to honor guarantees, and is also more likely to honor guarantees they have given.

- Loads and loads more of AI code and scripts written for various cases of when circumstances change.

Modding Support

- A lot more factors have been exported to the db\misc.txt file, so that modders can tweak.

- Enchanced the scripting capabilites for the AI, see the docs/ai_file_doc.txt for details.

- Fixed a few problems with eventcommands that manipulate the weather.

Multiplayer Specific

- Added a little indicator to show who has not yet pressed "startgame" in the chat listing.

- Added support for up to 20 different countries in the lobby now.

- Fixed a problem with people timing out in the lobby.

Bugfixes

- Ships are now properly flagged as retreating when they are given the order even while moving.

- Oil status is now properly reset for ships in port.

- Ships will no longer target subs if they lack subattack.

- Bases constructed from events now always arrive, even if target country lacks the tech.

- Ships will no longer have the target indicator in the interface if too disorganised to shoot.

- Fixed a problem with asking to join alliance led by a player.

- Fixed a miscalculation to determine valid distance in a navalcombat.

- Fixed so terrain names are properly localised as well.

- Fixed the inversed gearing bonus. Its now capped at 35% bonus.

- Fixed a major problem with the weather system which left loads of "static weather blocks" all over the map.

- Weather is now cleared properly when a scenario is restarted.

- Fixed a problem which caused airplanes to hover indefinitely retreating.

- Fixed a major problem with allied area for supply checking not working if there are oilpools around.

- Time should now be cleared entirely between scenarios.

- Fixed a bug where oil was not shipped home from areas if auto convoy options where not on.

- Fixed a problem with the Warsaw Uprising and the Soviet support option not working.

- Fixed the "dissappearing plane" bug.

- Fixed a problem with being out supply when a supplydepot lacked oil.

- Fixed the case where developments from aborted serial runs did not get a name shown.

- Fixed a problem with convoys not being displayed properly if blocked.

Events

- New Eventseries:


- Modified triggers for the following events:


- Modified effects in the following events:


- New event commands:

Scenario Setup

- Modifications to the 1936 campaign

- Modifications to the 1939 campaign

- Modifications to the 1941 campaign

- Modifications to the 1944 campaign

- Modifications to Ardennes:


- Modifications to D-Day:


- Terrain Modifications:

- Added river connections

- Modifications to setup technologies

- Modifications to Ministers and Leaders.

HOI2 Patch1.2

New Features

Interface Enhancements

Enhanced Interface

Increased Information

Cheats

Gameplay Balancing

Diplomatic

Common Military

Land

Naval

Air

Economical

Convoys

AI Improvements

Misc

Diplomatic AI

Construction AI

Land AI

Naval AI

Research AI

Modding Support

Multiplayer Specific

Bugfixes

Events

Scenario Setup

General

Areas

Terrains

Manpower

Connections

Resources

Misc.

1936:

1939:

1941:

1944:

Special Note: The minister research bonus was not implemented with this patch.

HOI2 Patch1.3

Hearts of Iron 2 patch 1.3 [1] was released on 2005-11-11.

Gameplay Balancing

Diplomatic

Common Military

Land

Naval

Air

Economical

Interface Enhancements

AI Improvements

Misc

Construction AI

Land AI

Naval AI

Air AI

Commonwealth AI (ENG+SAF+CAN+AST+NZL)

French AI (FRA+VIC)

German AI (GER)

Italian AI (ITA)

Japanese AI (JAP)

Soviet Union AI (SOV)

United Staes AI (USA)

European Minors AI

American Minors AI

Asian Theatre AI

Misc National AI.

Modding Support

Bugfixes

Events

Misc

Europe

USA

Asia-Pacific and Africa

Scenario Setup

Common

Battlescenarios

1936:

1938:

1939:

1941:

1944:

References

HOI2 Patch1.3A

Hearts of Iron 2 patch 1.3A was released on November 18, 2005, and has a filesize of 30.4 MB. The checksum with a clean install is JLQA .

Bugfixes

HOI2 Patch1.3B

Hearts of Iron 2 patch 1.3B [1] is different from other patches: It's a main focus was to improve the AI and did not support e new hoi2.exe file.

AI improvements

References

  1. Forum thread inclusive download file: AI Enhancement for 1.3 (1.3b)

HQ Units in Action

Template:Anthology This Guide was originally developed by czar1111 . Please see this thread on the Paradox Forums for the original file.

HQ Units and Planning in HoI 2 (The Invasion of Poland)

This AAR is more a discussion of the use of HQ Units in HoI2. It began as a more general AAR and that will still be completed at a later time.

However, while writing the AAR I realized that this particular element could easily stand alone as a discussion of HQ Units, their influence and their effect on operational planning.

HQ units are new to HoI2 and many people (myself included) are still coming to grips with their correct use. Some people still doubt that they are even necessary. Well, perhaps not, but I replayed this scenario several times and at first I tried to “HoI” it. That is, I played the HoI way – no HQs. Let’s just say that things did not go well. This is not HoI. If you want to do well at HoI2 you have to be prepared to use the new tools at your disposal; HQ Units and the ‘Support’ command. Using these new tools I found that I was much more successful and the time taken in this particular case was much more ‘historic’.

First of all, you should check out the Land Combat Efficiency FAQ with regard to HQ units as kindly posted by Fiendix .

HQs provide a bonus to the number of units a leader can control; a bonus to the attack and defence efficiency; HQs provide a boost to a units ESE (Effective Supply Efficiency) by an HQ adjacent or in the same province.

HQ Command Abilities

Look at the next screen shot. I have placed an HQ we will call “Red Command” in Oppeln:

What it shows is that a HQ unit based in Oppeln provides direct support to allied units based in Kustrin, Brealau, Poznan, Czestachova, Cracow and of course Oppeln. Now obviously some of these are Polish provinces so that means that the HQ will assist any units attacking from Kustrin, Brealau and Oppeln into Poznan, Czestachova and Cracow.

But, that is not all. In HoI2 movement is attack , so any unit inside Kustrin, Brealau, Poznan, Czestachova or Cracow attacking into a neighbouring province still gets the bonuses! That means that with an HQ based in Oppeln units get a bonus for the following attacks:

Kustrin to Bydgoszcz

Kustrin to Poznan

Oppeln to Poznan

Oppeln to Czestachova

Oppeln to Cracow

Brealau to Cracow

AND

Poznan to Bydgoszcz

Poznan to Lodz

Poznan to Czestachova

Czestachova to Poznan

Czestachova to Radom

Czestachova to Kielce

Czestachova to Cracow

Cracow to Czestachova

Cracow to Kielce

Cracow to Przemyal

And that is all without the HQ even having to move!

8 provinces! By now I hope you are beginning to understand how useful HQs can be.

An HQ gives more supply eff (so your unit regains org faster) and some combat bonuses (from supply eff) and a big combat bonus (for waiving the 75% penalties for overloaded command units). And if you research more of doctrine, it will give you some nice chances of combat events!

The small combat bonus (ESE bonus) may be not small if used for dozens of divisions! The combat event chance is hard to value. So use an HQ if you are one of the major nations and have numerous divisions or often attack with more than 12 division in a province!

But there is something else to consider here; where is the attack coming from?

This is important because only units attacking from provinces adjacent to the HQ get the attack and ESE bonuses – so the direction and origin of your attack is critical. So while an attack from Cracow to Przemyal would be aided by an HQ in Oppeln –an attack from Kielce to Przemyal would not.

This fact actually encourages something new in HoI2: Battle Planning.

Battle Planning

As you can see from the Battle Planning image, the plan takes advantage of the HQ by making sure all the attacks come from provinces within the HQ influence. In some cases the furthest provinces can be attacked from multiple directions (Bydgoszcz, Lodz and Kielce) but in others there is only one possible province the attack can be launched from (Radom and Przemyal).

Adding a Second HQ

OK. This is all very well. But can we do better? How about introducing a Second HQ unit? Alright. But where will we put it? Obviously we want it to cover as many new provinces as possible – so let’s try Elbing.

We will call this new HQ unit “Blue Command” and this shows the area of influence of the two commands combined.

And with the information provided in Blue Command, we can build a Battle Plan.

What this plan shows is the attacks we intend to make and where we will make them from. The BLUE arrows show the attacks that can be made with HQ support without moving the HQs. The GREEN arrows show the attacks that must be made without HQ support unless we move the HQs There is certainly nothing wrong with doing that, so in this case:

Blue Command should advance from Elbing to Torun

Red Command should follow behind the front advancing from Oppeln to Czestachova to Kielce and finally to Zamosc.

By doing this all attacks shown can be made with HQ support. The RED line shows a rough demarcation line between the area each command is responsible for.

It is a workable plan at this point and certainly adequate to complete the invasion of Poland.

But, let’s look at the plan with a critical eye and see if it has any weak points. Well… The strongest Polish resistance is expected to be around Danzig, Bydgoszcz, Lodz and Warsaw. The plan calls for many of the attacks on these areas to be controlled by Blue Command. The attacks on Danzig must come from Elbing and Bydgoszcz to have HQ support. In fact, looking at the plan, a lot of attacks must come from Elbing! (That means we must transport the units there to begin with.) Also Stettin has no HQ support at all – what if the Polish attack there? Will we be at a disadvantage? So is there a better way?

Moving the HQs ?

If Red Command is moved away from Oppeln to either Kustrin or Brealau it immediately becomes apparent that it is less effective. However moving Blue Command to Konigsburg however presents some interesting new options.

(There is no battle plan for this one. Readers are invited to design their own.)

But again, many of the same weaknesses exist.

And now ALL attacks on Danzig must come from Elbing if we want HQ support there. What is more, now units attacking into Bydgoszcz have no HQ support if they attack onward to Lodz.

The solution is to introduce a third HQ! (Assuming you have one)

Three HQ Units??

There is some overlap with Red Command here, but now it is possible to attack Danzig from all fronts and units in Bydgoszcz also have HQ support when attacking into Lodz. Green Command should advance from Stettin to Bydgoszcz on to Lodz and then Radom while Blue command now advances from Konigsberg to Suwalki.

Now obviously, Poland is mostly flat. With the exception of a few rivers there is not a lot of difficulty advancing and capturing most of the key centres. Any country which includes swamps, jungle, mountains or large low infrastructure provinces will complicate the plan. In those cases your HQ placement may be dictated by the possible routes of advance (rather than the other way around). Still, that’s the challenge of being a Strategic Commander, isn’t it?

So, how did it go?

The Results

The map shows Poland on the 5th September 1939 (5 days into the fighting) using the final plan. (The Slovakian units are supporting German attacks, but are not advancing themselves)

You be the judge.

HQ Division

Those units are special divisions, equipped with modern communications equipment and designed to act as a mobile command centre during the battle. When staffed with a General or a Field Marshall, HQ units bestow the following benefits:

HQ Division Statistics

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
HQ '36 30 30 1 3 1 1 25 25 100 16 270 5 2 0.5 0 2 10 1.0 1.0 2 2 2
HQ '39 30 30 3 4 2 1 30 30 95 18 250 5 5 0.6 2 2 10 0.5 1.0 5 5 5
HQ '43 30 30 4 6 3 1 35 35 80 21 200 5 10 0.7 4 2 10 0.5 1.0 10 10 10

Brigades allowed

Notes

HQ Units in Action

Template:Anthology This Guide was originally developed by czar1111 . Please see this thread on the Paradox Forums for the original file.

HQ Units and Planning in HoI 2 (The Invasion of Poland)

This AAR is more a discussion of the use of HQ Units in HoI2. It began as a more general AAR and that will still be completed at a later time.

However, while writing the AAR I realized that this particular element could easily stand alone as a discussion of HQ Units, their influence and their effect on operational planning.

HQ units are new to HoI2 and many people (myself included) are still coming to grips with their correct use. Some people still doubt that they are even necessary. Well, perhaps not, but I replayed this scenario several times and at first I tried to “HoI” it. That is, I played the HoI way – no HQs. Let’s just say that things did not go well. This is not HoI. If you want to do well at HoI2 you have to be prepared to use the new tools at your disposal; HQ Units and the ‘Support’ command. Using these new tools I found that I was much more successful and the time taken in this particular case was much more ‘historic’.

First of all, you should check out the Land Combat Efficiency FAQ with regard to HQ units as kindly posted by Fiendix .

HQs provide a bonus to the number of units a leader can control; a bonus to the attack and defence efficiency; HQs provide a boost to a units ESE (Effective Supply Efficiency) by an HQ adjacent or in the same province.

HQ Command Abilities

Look at the next screen shot. I have placed an HQ we will call “Red Command” in Oppeln:

What it shows is that a HQ unit based in Oppeln provides direct support to allied units based in Kustrin, Brealau, Poznan, Czestachova, Cracow and of course Oppeln. Now obviously some of these are Polish provinces so that means that the HQ will assist any units attacking from Kustrin, Brealau and Oppeln into Poznan, Czestachova and Cracow.

But, that is not all. In HoI2 movement is attack , so any unit inside Kustrin, Brealau, Poznan, Czestachova or Cracow attacking into a neighbouring province still gets the bonuses! That means that with an HQ based in Oppeln units get a bonus for the following attacks:

Kustrin to Bydgoszcz

Kustrin to Poznan

Oppeln to Poznan

Oppeln to Czestachova

Oppeln to Cracow

Brealau to Cracow

AND

Poznan to Bydgoszcz

Poznan to Lodz

Poznan to Czestachova

Czestachova to Poznan

Czestachova to Radom

Czestachova to Kielce

Czestachova to Cracow

Cracow to Czestachova

Cracow to Kielce

Cracow to Przemyal

And that is all without the HQ even having to move!

8 provinces! By now I hope you are beginning to understand how useful HQs can be.

An HQ gives more supply eff (so your unit regains org faster) and some combat bonuses (from supply eff) and a big combat bonus (for waiving the 75% penalties for overloaded command units). And if you research more of doctrine, it will give you some nice chances of combat events!

The small combat bonus (ESE bonus) may be not small if used for dozens of divisions! The combat event chance is hard to value. So use an HQ if you are one of the major nations and have numerous divisions or often attack with more than 12 division in a province!

But there is something else to consider here; where is the attack coming from?

This is important because only units attacking from provinces adjacent to the HQ get the attack and ESE bonuses – so the direction and origin of your attack is critical. So while an attack from Cracow to Przemyal would be aided by an HQ in Oppeln –an attack from Kielce to Przemyal would not.

This fact actually encourages something new in HoI2: Battle Planning.

Battle Planning

As you can see from the Battle Planning image, the plan takes advantage of the HQ by making sure all the attacks come from provinces within the HQ influence. In some cases the furthest provinces can be attacked from multiple directions (Bydgoszcz, Lodz and Kielce) but in others there is only one possible province the attack can be launched from (Radom and Przemyal).

Adding a Second HQ

OK. This is all very well. But can we do better? How about introducing a Second HQ unit? Alright. But where will we put it? Obviously we want it to cover as many new provinces as possible – so let’s try Elbing.

We will call this new HQ unit “Blue Command” and this shows the area of influence of the two commands combined.

And with the information provided in Blue Command, we can build a Battle Plan.

What this plan shows is the attacks we intend to make and where we will make them from. The BLUE arrows show the attacks that can be made with HQ support without moving the HQs. The GREEN arrows show the attacks that must be made without HQ support unless we move the HQs There is certainly nothing wrong with doing that, so in this case:

Blue Command should advance from Elbing to Torun

Red Command should follow behind the front advancing from Oppeln to Czestachova to Kielce and finally to Zamosc.

By doing this all attacks shown can be made with HQ support. The RED line shows a rough demarcation line between the area each command is responsible for.

It is a workable plan at this point and certainly adequate to complete the invasion of Poland.

But, let’s look at the plan with a critical eye and see if it has any weak points. Well… The strongest Polish resistance is expected to be around Danzig, Bydgoszcz, Lodz and Warsaw. The plan calls for many of the attacks on these areas to be controlled by Blue Command. The attacks on Danzig must come from Elbing and Bydgoszcz to have HQ support. In fact, looking at the plan, a lot of attacks must come from Elbing! (That means we must transport the units there to begin with.) Also Stettin has no HQ support at all – what if the Polish attack there? Will we be at a disadvantage? So is there a better way?

Moving the HQs ?

If Red Command is moved away from Oppeln to either Kustrin or Brealau it immediately becomes apparent that it is less effective. However moving Blue Command to Konigsburg however presents some interesting new options.

(There is no battle plan for this one. Readers are invited to design their own.)

But again, many of the same weaknesses exist.

And now ALL attacks on Danzig must come from Elbing if we want HQ support there. What is more, now units attacking into Bydgoszcz have no HQ support if they attack onward to Lodz.

The solution is to introduce a third HQ! (Assuming you have one)

Three HQ Units??

There is some overlap with Red Command here, but now it is possible to attack Danzig from all fronts and units in Bydgoszcz also have HQ support when attacking into Lodz. Green Command should advance from Stettin to Bydgoszcz on to Lodz and then Radom while Blue command now advances from Konigsberg to Suwalki.

Now obviously, Poland is mostly flat. With the exception of a few rivers there is not a lot of difficulty advancing and capturing most of the key centres. Any country which includes swamps, jungle, mountains or large low infrastructure provinces will complicate the plan. In those cases your HQ placement may be dictated by the possible routes of advance (rather than the other way around). Still, that’s the challenge of being a Strategic Commander, isn’t it?

So, how did it go?

The Results

The map shows Poland on the 5th September 1939 (5 days into the fighting) using the final plan. (The Slovakian units are supporting German attacks, but are not advancing themselves)

You be the judge.

HSR Nationalist China Strategy

If you're playing with a mod such as Historical Stony Road (which I personally recommend), you will experience a slightly different and much more challenging gameplay as Nationalist China. Although the idea remains the same - building loads of infantry units and trying to upgrade most divisions to 1936 before Japs attack, you will also need to think and act quick about warlords that surround you.

Here are basic steps and warnings on how to play:

  1. Move most forces to the South and take Guanxi and Yunnan as soon as possible, try to just rush them with your huge forces. If you do it quick, you might have time to take Communist China as well. This is a bit trickier and requires you to surround their province one by one. The last province (the one with all the IC in it) will give you hell and will most likely hold for very long, so generally speaking, I wouldn't recommend attacking Com CHI until later on.
  2. Move most of your forces to the North and declare on Sinkiang, take them fast and annex. If Japan declares on you while you're still fighting, you might end up losing some provinces, but try to take the ones with most IC.
  3. When Japan declares, they will most likely whoop your forces to shred if you're not careful. Try to hold major provinces and if needed, retreat to your old provinces behind the Yellow river, holding each with at least 9 divisions. When winter starts, you should be fine since most of them will be frozen and Japs won't be able to cross the river, but don't try to attack them either or al hell will break lose.
  4. Build, build, build your infantry divisions while researching land doctrines with Von Faklenhauser. The other research slots should be used for industry stuff.
  5. Hold Jap advance as long as you can and when you have made enough divisions for a counter attack, push them back to Manchuria.
  6. Around April 1939 or no later than 1940 you should send or deploy about 9-12 divisions in the south, covering the border with French Vietnam. I made a mistake of not putting anything there and after Vichy France, Japan gets all those provinces and pretty much rushes into your major IC center in Yunnan, taking everything in their path. So don't make the mistake I did.
  7. Always cover every beach landing with at least 2 units. If you don't, japs will land and create another front quickly. Their units are more mobile than yours, so you won't even catch up with them.
  8. When South is secure and North is advancing toward Manchuria, you might think about starting to research some naval doctrines.
  9. You won't catch up with japs in their doctrines, but you sure could try.
  10. Remember, Carriers are the key to success, but take time to build. Building Super Heavy Battleships will guarantee your triumph over anything but carriers and are accessible early in the game, but take a lot IC to build. Don't bother with subs since in HSR they're only used as convoy destroyers and well you won't be needing that. If you like to take chance, you can build 50 or so transporters and try to invade mainland Japan using just them without defence. It's quite possible if USA DOWed Japan or if Japan is busy fighting UK somewhere else. Their fleet will be absent and you might land 20-30 units before Japan annihilated your TP fleet. If you do decide to land, remember to use marine divisions or the stacking penalty will negate every attack power you have (i.e. don't land with 50 divisions at once, stacking penalty will be -99.9 to attack and you'll just end up wasting time, attack with 3 marines instead).
  11. If Japan surrenders/you manage to annex them. You can get back to solving the internal problems - i.e. taking Com CHI and the rest. It's possible that by that time the events have turned your nations into democracy and you might not be able to DOW anyone, in which case you have officially created a very successful Nationalist China state and should be proud of yourself:)
  12. With Japan gone, your potentials are limitless, USSR is there for grabs, but England with its Indian abbundance is probably easier and quicker to take.
  13. Good luck, commander!

Domestic Policy

Template:Anthology

HOI2 has a very sophisticated domestic policy and politics model, which includes

You can considerably affect your economic wealth and combat performance by changing your slider settings. The settings also add considerably to the flavour of each nation and the game as a whole.


Domestic Policy Sliders

They are seven sliders, the positions of which determine your domestic policy, your government type, your ability to wage offensive war, and much much more. See the manual page 40-43 for background information that is assumed in the following; this FAQ deals with the details not the overall intent.

Some of them are interdependent. Dependent on your government type, which is determined by the sliders itself, some changes may be impossible to perform. The various government types are described on page 42.

To summarise, the sliders are:

Social Engineering via Slider Changes

Each slider has 10 discrete possible positions with the position determining the exact effect on your society. The closer towards the end of a slider, the more extreme the political position on the issue. In general, effects near the middle of each slider are very mild with positive and negative effects getting more pronounced the more extreme the position. Note that the left side of a slider will have one group of modifiers while the right side will have another; often they carry the same modifiers but that is not always the case. In this FAQ, slider positions are denoted 0 (left end of slider) - 9 (right end of slider). NOTE: in HOI2DD:A the sliders are confirmed to be from 1 to 10, and this can checked inside a saved game file.

Changing sliders can be done either through events or by deliberate manipulation by the player. From the moment the game starts (except in battle scenarios disabling this), you can perform changes to the sliders - just not very often. Choose the slider you want to change and click to move either one step left or right. Once you have changed any policy, it takes one year before you can perform your next policy change. Additionally, changing policies incurs a minor +1% dissent hit.

Which areas of the game are affected by the domestic policy?

The better question is, which area is not? Your domestic policy choices will affect any or all of the following:

Consumer Goods :

Dissent :

Diplomacy:

Intelligence:

Manpower:

Production and Upgrading:

Research:

Unit stats:

Government Type & Sliders

Two sliders determine the type of government you have and, in turn, limit the positions you are allowed to occupy on the other sliders.

Democratic - Authoritarian

Rulership style from one extreme to the other, this is one of the factors determining goverment type.

                9        8       7       6       5       4       3       2       1       0
DowDissent     +10%     +8.9%   +7.8%   +6.7%   +5.6%   +4.4%   +3.3%   +2.2%   +1.1%   +0%
BelToAttack    yes      yes     yes     yes     yes     no      no      no      no      no
Partisans      -5%      -4%     -3%     -2%     -1%     +1%     +2%     +3%     +4%     +5%
GoodsDemand    +20%     +16%    +12%    +8%     +4%     -4%     -8%     -12%    -16%    -20%
Puppet dissent 0.5%     1%      1.5%    2%      2.5%    3%      3.5%    4%      4.5%    5%   

A Democratic nation needs a certain level of belligerence to attack another nation, but the interventionism-Isolationism slider determines the amount belligerence needed in such cases. This slider also determines whether the Interventionism-Isolationism slider can prevent you from joining/creating alliances or not.

Political Left - Political Right

Political extremism from one end of the spectrum to the other, this is the other factor in the the goverment type. The government type determines which ministers are available for appointment and the limits on the other sliders.

In general, you can appoint ministers who either share ideology with the government or are close (one step of distance in the ideology spectrum). E.g. if the government is Fascist, you can appoint both Paternal Autocrat, National Socialist, and Fascist ministers.

In Doomsday and Armageddon, you can also nominate "military" ministers (Head of Intelligence and the Chiefs of Staff/Army/Navy/Air Force) if they are within two steps of distance from the government's ideology (e.g. a National Socialist government can nominate a Paternal Autocrat Head of Intelligence). "Civilian" ministers (Foreign, Armaments, and Security) remain limited to one-step ideological tolerance. Once they are in charge, all kinds of ministers (as well as Heads of State and Heads of Government) have a two-step tolerance before changes of ideology force their dismissal.

               LEFT                                                                   RIGHT
DEMOCRATIC       9      8       7       6       5       4       3       2       1       0
	9	SD	SL	SL	SL	SL	ML	ML	ML	ML	SC
	8	SD	SD	SL	SL	SL	ML	ML	ML	SC	SC
	7	SD	SD	SD	SL	SL	ML	ML	SC	SC	SC
	6	LWR	SD	SD	SD	SL	ML	SC	SC	SC	PA
	5	LWR	LWR	SD	SD	SD	SC	SC	SC	PA	PA
	4	LE	LWR	LWR	SD	SD	SC	SC	PA	PA	FA
	3	LE	LE	LWR	LWR	SD	SC	PA	PA	FA	FA
	2	ST	LE	LE	LWR	LWR	PA	PA	FA	FA	NS
	1	ST	ST	LE	LE	LWR	PA	FA	FA	NS	NS
	0	ST	ST	ST	LE	LE	FA	FA	NS	NS	NS
AUTOCRATIC

Key to the above table, in alphabetical order:

FA = Fascist
LE = Leninist
LWR= Left-Wing Radical
ML = Market Liberal
NS = National Socialist
PA = Paternal Autocrat
SC = Social Conservative
SD = Social Democratic
SL = Social Liberal
ST = Stalinist

Changing Governments

Moving the Left/Right and Democratic/Authoritarian sliders changes the type of government you have.

The government determines

Policy under different Governments

The current government type limits freedom of movement on some policy sliders.

Only a Market Liberal government allows a full Free Market. Most authoritarian types of government allow full Central Planning, but prevent movement towards Free Markets.

These limits only apply to economy and society slider moves you make. Starting as the Free Market USA, you can not move the slider far towards Central Planning. Using the 'freedom' cheat you can (for instance) make the USA Stalinist, and the Economy slider will stay all the way over on Free Market. In uncheated gameplay the slider tends to move due to events.

Heads of State

There is no one-to-one correspondence between Government type and Head of State. Which Head of State you have (and hence the ministers available) depends on the path you take to get to your government type.

Each nation has several Heads of State available to it. Minsters are available based on their similarity to the Head of State's ideology.

A Head of State will resign/be ovethrown if the governemnt type is radically different from their own. It will then be replaced by the most similar available Head of State. Returning to the initial Government type need not return you to the initial Head of State!

Moving Germany left, for instance, replaces Hitler's National Socialist government with a Stalinist one under someone called Renn. Then making Germany democratic introduces a Social Liberal government under Wilhelm II (a Paternal Autocrat). Moving the Germany to the Right to a Market Liberal government retains Wilhelm II. Then moving back towards full Authoritarianism results in a National Socialist state. Because Wilhelm II is Paternal Autocrat, he remains in power even when Germany returns to Nazism.


Other Sliders

Open Society - Closed Society

                0       1       2       3       4       5       6       7       8       9
DisGrowth    +10%     +8%     +6%     +4%      +2%    -2%     -4%     -6%     -8%    -10%
DisNat       +40%    +30%    +20%    +10%      N/A   -10%    -20%    -30%    -40%    -50%
DisOcc       -40%    -30%    -20%    -10%      N/A   +10%    +20%    +30%    +40%    +50%
CounterInt   -40%    -30%    -20%    -10%      N/A   +10%    +20%    +30%    +40%    +50%
TechCost     +20%    +16%    +12%     +8%      +4%    -4%     -8%     12%    -16%    -20%

Limitations: All Authoritarian forms of government limit you to a relatively Closed society. Stalinist and National Socialist governments allow virtually no openness.

All Democratic governments require a relatively Open society. Market and Social Liberals require a very high degree of openness.

This slider is mainly of interest for those taking an extensive interest in fighting - and taking land - outside their own borders.

Fundamentally, an open society will experience internal dissent (dissent in national provinces, which is rare) much harder than a closed society will, while a closed society will experience external dissent (from conquests..) much harder than an open society will. However, the more open the society, the easier it is for dissent to grow, so there is that to consider as well.

Free Market - Central Planning

                0       1       2       3       4       5       6       7       8       9
GoodsMoney   +40%    +30%    +20%    +10%     N/A    -10%    -20%    -30%    -40%    -50%
GoodsDemand  +20%    +16%    +12%     +8%     +4%     -4%     -8%    -12%    -16%    -20%
TechCost     +25%    +20%    +15%    +10%     +5%     -5%    -10%    -15%    -20%    -25%
UpgradeCost  -25%    -20%    -15%    -10%     -5%     +5%    +10%    +15%    +20%    +25%
ProdCost     -20%    -15%    -10%     N/A     N/A     N/A     N/A     N/A     N/A     N/A
ICBonus       N/A     N/A     N/A     N/A     N/A     N/A     N/A    +15%    +20%    +25%

It is in your interest to be at one extreme or the other because of the very big production or IC bonuses.

Only Market Liberalism allows you to have a full Market Economy. Many totalitarian governments insist on a high level of Central Planning. The middling governments - Social Liberal, Social Democrat and Social Conservative - prevent you from moving to one extreme or the other and therefore prevent your economic performance.

Living in a bourgeois state is bad for you - only unfettered capitalism or total state control is a good move!

The Free Market bonuses are more useful than the Central Planning bonuses.From the perspective of unit production, Free Market rules. An example: Assume a unit costs a base of 5 IC for 100 days - its total cost of production over time is 5 IC/day * 100 days = 500 IC. With a 20% discount on BOTH time and cost, it costs (0.8*5 IC/day) * (0.8*100 days) = 320 IC

Compare that to a 25% IC bonus. The cost is unchanged (500 IC) but you have 25% IC more for an effective cost relative to the baseline of 500 IC/1.25 = 400 IC. Another way to look at it is to assume that you have, say 25 IC. That allows for 5 simultaneous unit productions on the baseline. The -20% discount reduces the cost to 4 IC/day, so you can run 6 (and one quarter) simultaneous which will be finished in 80% of the baseline. The +25% IC bonus increases IC to 31.25 allowing for 6 (and one quarter) simultaneously which will be finished at the same time as the baseline. For province enhancements it is less clear since only production time is affected, not daily IC cost, though Free Market still retains a edge.

However this analysis assumes equal amount of base IC dedicated to production. In reality, Free Market has to dedicate about 40% more of its IC to consumer goods (for which it will get tons of money). On the other hand, Central Production will net you a full 25% more TC, which is vital for conquest. Central production costs far more in terms of raw materials (energy, metal, rare materials).

Conclusion: Go to whichever extreme is closest at the beginning. Both nationalizing your free market industries and having your own Perestroika will cripple your economy for many years.

Standing Army - Drafted Army

                0       1       2       3       4       5       6       7       8       9
Manpower XP   +20%    +15%    +10%     +5%     N/A     N/A     N/A     N/A     N/A     N/A
Gearing       -10%     -8%     -6%     -4%     -2%     +2%     +4%     +6%     +8%    +10%
OrgBonus      +10%     +8%     +6%     +4%     +2%     -2%     -4%     -6%     -8%    -10%
Upgr Time/Cost +10%    +20%    +30%    +40%    +50%    +60%   +70%     +80%   +90%   +100%

Unless you are going to be producing a LOT of the same type of unit, a standing army is clearly superior to a drafted one. A drafted army is most interesting when coupled with slider settings that reduce upgrading costs, as it then makes sense to start e.g. a 99 production of '36 infantry, give them highest priority, and just keep on producing them until '41 or even '43 infantry is available, as the total cost of production plus one or two upgrades will be less than producing new units without the accumulated gearing bonus. Fundamentally, parallel builds to fit the situation on hand works for everybody but long serial builds are the domain of the drafted army.

In DD + Arma, upgrade time/cost 1/2

In DD + Arma, the upgrade time/cost part of the Army slider was cut in half. The range is from 5 to 50 in steps of 5 rather than from 10 to 100 in steps of 10.

Hawk Lobby - Dove Lobby

                0       1       2       3       4       5       6       7       8       9
GoodsMoney     N/A     N/A     N/A     N/A     N/A    +10%    +20%    +30%    +40%    +50%
ProdCost      -20%    -15%    -10%     -5%     N/A     N/A     N/A     N/A     N/A     N/A
DisGrowth     -10%     -8%     -6%     -4%     -2%     +2%     +4%     +6%     +8%    +10%
ManGrowth     +10%     +8%     +6%     +4%     +2%     -2%     -4%     -6%     -8%    -10%

This is the choice between Guns and Butter? Given that HoI2 is a wargame, there can be only one answer: GUNS! (And the more, the merrier)

Note that many countries get 'free' moves along this slider from scripted events - particularly German's expansion events at the start of the game.

Interventionism - Isolationism

                0       1       2       3       4       5       6       7       8       9
DipCost       -40%    -30%    -20%    -10%     +0%    +10%    +20%    +30%    +40%    +50%
BadRelBonus   -80%    -60%    -40%    -20%     +0%    +20%    +40%    +60%    +80%   +100%
DowDissent     +0%     +1.1%   +2.2%   +3.3%   +4.4%   +5.6%   +6.7%   +7.8%   +8.9%  +10%
GoodsDemand   +10%    +20%    +30%    +40%    +50%    +60%    +70%    +80%    +90%   +100%
BelToAttack     1       9      19      29      39      49      59      69      79      89
JoinAlliance   yes     yes     yes     yes     yes     no      no      no      no      no

Note: BelToAttack and JoinAlliance are only active when the leadership is very democratic (see Democratic-Authoritarian). However, under those circumstances this is one of the most important sliders in the game as too high isolationism will prevent you from acting against other nations; you will only be able to react. In some ways, this slider can be considered representative of the War Entry from Hearts of Iron 1, except that it is more generalised and not directed against any particular nation but against all aggressive nations. So long as other nations play fairly nice and only invade and conquer just a little bit, the democratic isolationist country will not be able to act because of public opinion. As a rule of thumb, if you are unsure of which dp-slider to move in your yearly dp-change (you DO try to maximize your social engineering skills, presumably), going more interventionist is almost certainly a good choice. If your nation is very democratic, you need it to be able to act rather than merely reacting; if your nation is not, then you need it to reduce the dissent cost of your next declaration of war.

Just like the Hawk or Dove lobby choice, this really is a no-brainer unless you want to play neutral Tibet or something similar: INTERVENTIONISM

Why do I keep getting policy initiative events?

Democratic nations are blessed with (somewhat) loyal oppositions. Once some sliders are brought out of balance with the sort of policy that would be expected by the government type, it is possible to receive some government-specific events. Typically, you may receive an event representing either a government initiative or the opposition's bitching, on any of the topics of defense, economy, foreign policy, law, and constitution. While some of these may indeed bring the free opportunity for slider movements that you desire, it is often at the cost of dissent and it may, occasionally, be better to back off.

Note especially that Democratic nations going Authoritarian have some pretty heavyhanded random events (constitutional policy) in an attempt to stop the slide into Dictatorship before it is too late. But who cares: If you are going Authoritarian, it is probably because you know better than the plebes already, so just accept that 10 dissent hit and continue your purge of unnecessary freedoms. After all, if the good men prefer hanging together, it is almost a civic duty to supply them with rope.

Big changes to policies - One Solution Revolution

Some players like experimenting with random changes to governments; for instance making the USA communist and allying with the Soviet Union in 1938.

There are several ways to do this:

  1. Gently move your democratic/authoritarian and left/right sliders using the moves you have available once per year. If you are democratic you will eventually get 'policy initiative events' that will help you on your way at the cost of some dissent.
  2. Raise your dissent massively (to over 60%). This will prompt a 'Coup' event (in 1.2 onward at least) changing the nature of your government.
  3. Use the 'Robespierre' or 'Freedom' (Depending on game version) cheat to move the sliders and have done with it.

Hearts of Iron 2

From the paradoxplaza.com webpage:

Hearts of Iron 2 is the sequel to the most appreciated World War II PC game of true Grand Strategic scope ever made. As in its forbear, the map spans the entire world and allows you to play one of over 175 countries during the course of World War II. The game is completely revised with an updated combat system, a new map, revised and easy-to-use interface, new technology tree and hundreds of other updates and improvements.

Main features:

Hearts of Iron 2

From the paradoxplaza.com webpage:

Hearts of Iron 2 is the sequel to the most appreciated World War II PC game of true Grand Strategic scope ever made. As in its forbear, the map spans the entire world and allows you to play one of over 175 countries during the course of World War II. The game is completely revised with an updated combat system, a new map, revised and easy-to-use interface, new technology tree and hundreds of other updates and improvements.

Main features:

Heavy Armored Brigade

Heavy Armor gives your units a considerable boost in both hard and soft attack. Heavy Tanks are used when breaking enemy lines, being extremely hard to kill. But they slow your units down and require considerable amounts of supplies and fuel.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
Basic Heavy Tank 2 2 2 2 -10 8 80 2 -1 0.7 2.5 0.5 1.0
Improved Heavy Tank 4 4 4 4 -12 9 80 2 -1 0.8 3.0 0.5 1.0
Advanced Heavy Tank 5 6 6 6 -15 9 80 2 -2 1 3.5 0.5 1.0

Heavy Cruiser

Template:ARMA v1.2 Heavy Cruisers are larger and more heavily armored than their lighter counterparts. They have larger main guns, giving them the ability to bombard enemy units on land. They are effective against enemy surface ships, especially destroyers and light cruisers, but are susceptible to air and submarine attacks.

Heavy Cruiser Statistics

Model Year Air Attack Air Def. Sea Attack Sub Attack Sea Def Shore Bombard Distance Visi-
bility
Surface Detect Sub Detect Air Detect Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Range
Great War Heavy Cruiser 1936 0 1 8 0 5 3 0.24 70 1 2 1 4.0 300 0.5 20 0.40 0.50 2500
Early Heavy Cruiser 1936 1 1 9 0 5 4 0.26 70 1 4 1 5.0 310 1.0 23 0.50 0.50 2500
Basic Heavy Cruiser 1936 1 3 10 0 6 4 0.28 70 1 5 2 6.0 310 1.0 25 0.50 0.50 3000
Improved Heavy Cruiser 1938 2 3 11 0 7 5 0.29 70 1 5 2 7.0 310 1.0 28 0.60 0.60 3500
Advanced Heavy Cruiser 1941 2 4 12 0 8 6 0.30 70 1 6 2 8.0 365 1.0 30 0.60 0.60 4000
Semi-Modern Heavy Cruiser 1945 4 5 13 1 9 6 0.30 70 1 7 3 9.0 365 2.0 30 0.70 0.60 4000
Nuclear Heavy Cruiser 1945 5 7 14 1 10 6 0.30 70 2 8 3 10.0 380 2.0 30 1.60 0.00 8000
Modern Heavy Cruiser 1948 5 7 14 1 10 6 0.30 70 2 8 3 9.0 365 2.0 30 0.70 0.60 4000

Brigades allowed

Notes

Heavy aircraft models 1939-1950

USA Planes

1939

1940

1941

1942

1943

1944

German Planes

1939

1941

1942

1943

1944

1945

Japanese Planes

1939

1940

1941

1942

1943

1944

1945

Soviet Planes

Pre-1939

1939

1940

1941

1942

1943

1944

1945

1946

1947

1948

1950

2x1900hp ASh-82M engines

British Planes

1939

1940

1941

1942

1943

1944

1945

French Planes

1939

1941

1942

1943

1944

1945

Italian Planes

1939

1940

1941

1942

1943

1944

1945

Historical Improvement

This MOD is designed to make HOI2 more historical and provide a better simulation. Not for early conquer the world strategies. Many events are designed to use the treaty of Munich as the earliest start of the war.

Features Explained:

Feature Description
Graphics & Sound Specific unit icons were added according to WW2 symbol designations.
AI Yes.
Technology Expanded technology trees.
Territory Egypt added, historical symbols for airfields, etc, added on the map.
Events Yes.
New Units Yes.
Combat System Not included.

HoI2

HoI2 stands for Hearts of Iron 2, the original or "vanilla" game released in 2005. See the version guide for details on other versions and expansions.

Hotkeys

An incomplete list of hotkeys.

General

When a province is selected

When a unit is selected

Control groups

Macintosh Version

How to abandon doctrine

Look at your doctrine page and look at the latest researched part. Click it and it should say "abandon doctrine" where it would normally say "Start project'

So more or less, just do everything backards and you should be able to research any doctrine tree.

Land Doctrine

Template:Anthology

Doctrine Overview

Land Doctrine effects:

There are 6 Doctrine trees available in the game, depending on tech choices.

Doctrine Summaries

Each of the doctrines have their own strengths and weaknesses which are detailed out below. The choice of which one you would be best to adopt is should be determined by a number of factors such as:

1. What type of game you want to play;

2. How far at the start of a scenario you are already along a certain doctrine path (for example, in the 1944 scenario, it would be significantly counter-productive for Germany to change its doctrine path);

3. The relative 'matching' of your tech teams with you preferred doctrine path (for example, German tech teams are better matched to research the Blitzkrieg path, and less so the others);

4. If playing a minor, what a major ally might be able to offer in terms of blueprints (for example, Hungary starts on the US Superior Firepower path, but if played normally, would usually ally with Germany on the Blitzkrieg path - switching to this doctrine might be worthwhile);

5. The 'difficulty' of the path undertaken. Note that Firepower path only has 9 techs to research, whilst mobility has 10. Further note that the Grand Battle Plan difficulty is only 9 per stage, compared to 10 for the other three (the other exception is the Human Wave, the last two are both 8);

6. When you are intending to enter the war.

Spearhead

The Spearhead doctrine tree is exceptionally strong, particularly between 1937 and 1941. It has extremely high organisation, fast headquarters units, cheap tanks, and Breakthrough and Encirclement offensive combat events . Most of the benefits are achieved by 1940, giving early advantages.

Between 1939 and 1942 there are also cost savings on infantry and artillery; in 1943 these are switched to motorised and mechanised troops and self-propelled guns.

Spearhead doctrine is ideally suited to nations who are seeking to conduct rapid Blitzkrieg offensives. The high Organisation levels mean that the troops are very good at winning battles and sustained operations. The only disadvantage is that some other nations have better cost reductions, and defensive combat events are scarce.

Neither of the late war techs are very good however. Volkssturm, available by 1944 (the earliest of the late/post war techs) offers discounts to milita and urban defence at the expense of a 10% organisation penalty to infantry. The Modern Blitzkrieg doctrine, whilst offering a 5% org increase, isn't available till 1947 and doesn't offer as much as the other tech trees do.

Human Wave

The Human Wave doctrine tree has low Organisation throughout but exceptional Morale. At every stage the Morale is higher than any other type. Higher morale allows organization to recover much faster, meaning that units can recover organization and quickly attack again.

There are significant discounts to Infantry and Cavalry throughout, biggest in 1940 and the first two of three 1941 land doctrines. Starting with the last 1941 land doctrine, there are discounts for Motorised, Mechanized and Armoured units. HQs are initially slow until the last 1941 Land Doctrine is researched and give virtually no Supply Efficiency bonus until 1943. One of the difficulties of the Human Wave land doctrine tree is that you need to research one 1940 and then three 1941 land doctrines consecutively while the German Blitzkrieg branch has only one 1941 Land Doctrine.

The combat events focus on Assaults and Counterattacks, which trade your manpower for enemy organisation.

Human Wave doctrine suits nations which have plenty of Manpower to make lots of Infantry units which throw themselves at the enemy on the offensive or the defensive. The initially slow HQ speed means an operational attack is relatively slow and needs careful planning. With the later doctrines, however, HQ speed increases significantly.

The 1946 tech 'Mechanised Wave' does offer huge bonuses (30%) to armour and mechanised unit morale.

Superior Firepower

Organisation and Morale are initially both very poor. Superior Firepower organisation is worse than even the Human Wave's until 1941, but almost catches up with Spearhead in 1943.

However, the Superior Firepower tech tree has discounts on Infantry that are just as big as the Human Wave tech tree. Artillery brigades are also heavily discounted. Later this switches to Motorised, Mechanised divisions and SP Guns.

The other notable feature is that this tree has the highest Supply Efficiency bonus from the presence of HQ units.

The Superior Firepower doctrine tree suits countries that are entering the war late. Early on their armed forces are very disorgansied and vulnerable. This doctrine also encourages an Artillery focus, whether static or mobile.

The 1946 tech 'Air-Land Battle' finally gives a 10% boost to both Organisation and Morale, with a cost reduction for Cavalry (presumably for the upcoming helicopter unit).

Grand Battle Plan

This doctrine line is superior right at the beginning, in 1936 - but is outclassed almost immediately. (Note that Germany starts the '36 scenario with many advanced techs).

These doctrines give poor organisation and morale and slight discounts to infantry and AT guns.

They improve somewhat in 1942-44 as the tech tree splits:

The 1946 addition 'Assault Concentration' adds 20% morale and organisation to any divisions with an artillery brigade, making the addition of these brigades to units very worthwhile.

Rankings

While all doctrines have particular strengths and weaknesses, a general table can be constructed showing the value of doctrines relative to each other. The top three doctrines switch places, but always remain in the top three: Blitzkrieg, Human Wave, and Infiltration.

1936- 1942

  1. Blitzkrieg
  2. Human Wave
  3. Infiltration/Operational/Attritional (identical)
  4. Superior Firepower

1942 - 1943

  1. Infiltration
  2. Human Wave
  3. Blitzkrieg (best only if outnumbered or on the defensive)
  4. Superior Firepower (with tech rush)
  5. Operational Stages
  6. Attritional Containment

1944+

  1. Infiltration
  2. Human Wave
  3. Blitzkrieg
  4. Superior Firepower
  5. Attritional Containment
  6. Operational Stages

Doctrine Information in Full

Available from this thread at the Paradox Forums.

USA Firepower- Superior Firepower Tree

Year Hq_Ty HQ_ESE Hq_Spd Org Morale C_Inf C_Art C_ Mot C_SPA C_Mec C_Cav
1936 0 1 0 50 30 0 0 0 0 0 0
1937 0 1 0 50 30 -5 -5 0 0 0 0
1938 0 2 1 60 40 -10 -10 0 0 0 0
1939 0 3 1 60 50 -15 -15 0 0 0 0
1940 1 4 1 60 60 -20 -20 0 0 0 0
1941 1 4 1 60 60 -20 -20 0 0 0 0
1942 2 6 2 70 60 -10 -10 -10 -10 0 0
1943.1 2 8 2 90 80 -5 -5 -15 -15 0 0
1943.2 2 8 2 90 80 -5 -5 -15 -15 -15 0
1946 3 8 2 100 90 -5 -5 -15 -15 0 -5

Grand Battle Lines

Year Hq_Ty HQ_ESE Hq_Spd Org Morale C_Inf C_Art C_Mot C_SPA C_Mec C_AT C_Eng C_Mar C_Mil C_Arm
1936 0 2 0 50 40 -5 0 0 0 0 0 0 0 0 0
1937 0 2 0 50 40 -5 0 0 0 0 0 0 0 0 0
1938 1 3 1 50 70 -10 0 0 0 0 0 0 0 0 0
1939 1 3 1 50 70 -10 0 0 0 0 0 0 0 0 0
1940 1 4 1 60 80 -15 0 0 0 0 -5 0 0 0 0
1941 1 4 1 60 80 -15 0 0 0 0 -5 0 0 0 0
1946 3 4 1 60 80 -15 0 0 0 0 -5 0 0 0 0
France
1942 1 6 2 75 80 -20 -5 0 0 0 -10 -5 0 0 0
1943 1 6 2 75 80 -20 -5 0 0 0 -10 -5 0 0 0
1944 2 7 3 75 105 -20 -10 0 0 0 -10 -10 0 0 0
Japan
1942 1 6 2 70 130 -20 0 0 0 0 -10 0 -5 -10 5
1943 2 7 3 70 130 -20 0 0 0 0 -10 0 -10 -20 10
UK
1942 1 6 2 85 80 -10 0 -10 0 0 -10 0 0 0 0
1943 1 6 2 85 80 -10 0 -10 0 0 -10 0 0 0 0
1944 2 8 3 85 80 -10 0 -10 0 -10 -10 0 0 0 -10

German Doctrine- Mobility-Spearhead

Year Hq_Ty HQ_ESE Hq_Spd Org Morale C_Inf C_Art C_Mot C_SPA C_Mec C_AT C_Eng C_Mar C_Mil C_Arm C_TD C_LA
1936 0 0 1 50 30 0 0 0 0 0 0 0 0 0 0 0 0
1937 1 2 2 60 60 0 0 0 0 0 0 0 0 0 -10 0 -15
1938 1 3 3 70 80 0 0 0 0 0 0 0 0 0 -20 0 -20
1939 1 3 3 75 80 -5 -5 0 0 0 0 0 0 0 -20 0 -20
1940 1 4 3 80 80 -10 -10 0 0 0 0 0 0 0 -20 0 -20
1941 2 5 3 90 80 -10 -10 0 0 -5 0 0 0 0 -20 -5 -20
1942 2 5 3 90 80 -10 -10 0 0 -5 0 0 0 0 -20 -5 -20
1943 2 6 4 100 80 0 0 -10 -10 -15 0 0 0 0 -20 -15 -20
1947 2 6 4 105 80 0 0 -10 -10 -15 0 0 0 0 -20 -15 -20

Soviet Doctrine- Mobility-Human wave

Year Hq_Ty HQ_ESE Hq_Spd Org Morale C_Inf C_Art C_Mot C_SPA C_Mec C_AT C_Eng C_Mar C_Mil C_Arm C_TD C_Cav
1936 0 0 1 40 80 -5 0 0 0 0 0 0 0 0 0 0 -10
1937 0 0 1 50 80 -10 0 0 0 0 0 0 0 0 0 0 -20
1938 0 0 1 50 80 -10 0 0 0 0 0 0 0 0 0 0 -20
1939 0 0 1 50 80 -15 0 0 0 0 0 0 0 -10 0 0 -20
1940 1 1 1 50 100 -20 0 0 0 0 0 0 0 -20 0 0 -20
1941 2 2 2 70 100 -20 0 -5 0 -5 -5 0 0 -15 0 0 -15
1942 2 2 2 70 100 -20 0 -5 0 -5 -5 0 0 -15 0 0 -15
1943 2 6 2 70 140 -10 0 -15 0 -15 -5 0 0 -5 -10 0 -5

Comparison of final results

Doctrine: (Org)/(Morale) Superior Firepower: 70/50 Human Wave: 40/110 Blitzkrieg: 75/50 Operational Stages: 55/50 Infiltration Assault: 40/100 Attritional Containment: 45/75

Note - The maximum organisation can actually vary from unit to unit, even within the same doctrine path, by quite some degree, due to domestic sliders (Full standing army provides 10% org bonus, whilst full drafted army has a 10% negative), brigade attachments and specialist infantry.

As an example, with all techs researched in the Infiltration Assault path, a unit could have as little as 63 Org (normal unit, full drafted slider) or as much as 110 Org (Specialist infantry with Artillery brigade attached with full standing army slider).

See also

Downloads

Hungary

Pros/Cons

Hungary has a lot of going things going for it, but there are some negative aspects which impede its success worldwide. The good things:

And the bad things:

Starting Out

You probably won't be able to go to war anytime soon with Hungary. Although you are surrounded by nations which are just aching for a whooping, they have their independence guaranteed by the United Kingdom or Germany. You also have to deal with your shortage of resources -- Germany is a good trading partner, as it needs the metal which you can provide. Alternatively, you can stock up on supplies and trade them for whatever else you require. Since you can't do anything for the first 5 years, that means you have to build up you army steadily until the time comes to go to war. Try not to build any 1918 infantry at the start and focus on upgrading and repairing your army until basic infantry has been researched, at which point you should starting building fairly long queues of 1936 infantry. Try to produce extra supplies so you can trade them for other resources down the road. Focus on industrial technologies and infantry/land doctrines as long as you only have two slots -- the rest can come later. You should have in excess of 30 divisions by 1941, as well as an HQ.

War With Yugoslavia

Only declare war on Yugoslavia after no nation is still guaranteeing its independence. Although Yugoslavia's army should roughly equal yours (although most of the time, Yugoslavia focuses on its airforce and only builds 3-5 infantry divisions, making your job easier. Typically, Yugoslavia has its troops spread around throughout the country, while yours are completely focused on the Yugoslavian border. Your aim should be getting to Belgrade as soon as possible. That means you should blitz through Zrenjanin, Novi Sad, Ojisek, and get to Belgrade before Yugoslavia can organize and effective defense. That would net you 11 of Yugoslavia's ICs (2 in Novi Sad and 9 in Belgrade) right off the bat. From there on, you can pretty much do whatever you want with Yugoslavia. Perhaps seeking to divide the country in two would be the best way to win -- but it's up to you. If this war with Yugoslavia starts when you are part of Axis, try to move your armies quickly to sea, perhaps to Bosnia before other Axis reach it, so you can build navy if you want.

The Vienna Dictate

Shortly after the war with Yugoslavia is concluded, the Vienna Dictate should fire. Germany usually tends to endorse giving Transylvania back to Hungary, so you'll get Satu Mare and Cluj Napoca. Usually, Bulgaria will declare war on Romania if its request for Constanta is denied. Accept an alliance with Bulgaria and declare war on Romania. Romania should not be too difficult to conquer, despite its superior army and IC base, since it is forced into war on two fronts, and your army and Bulgaria's combined should be more than a match. Usually, Romania surrenders, giving you most of Western Romania.

War with Bulgaria

Now is the time to backstab Bulgaria. After it has helped you win the war against Romania, show your gratitude by leaving the alliance with it and proceeding to declare war on Bulgaria. Bulgaria tends to have a fairly small army, so the fight should be heavily in your favour. However, Bulgaria is a mountainous country, so it may not be as easy as it first appears (the best thing is to have some mountain inf. as your spearhead). The best bet would be to take Sofia and the rest of Western Bulgaria quickly. After that, if your army is strong enough and a suitable defensive line in Plovdiv and Pleven does not exist, the rest of Bulgaria should fall quickly. Otherwise, it will take a bit more time.

War with Greece

Going to war with Greece may be a bit tricky. Italy will at some point declare war on Greece, at which point Greece will join the Allies. Since you don't want to be in a war against the United Kingdom and eventually the United States, it may be for the best not to invade Greece. Instead, you can turn your attention farther South.

Turkey and Beyond

The Turkish army should be no match for your superior army by now. You can go through Istanbul and subdue Turkey easily, while giving your air force easy targets to prey upon. From there, you can invade Persia. However, you must first make sure that the Soviet Union does not declare war on you. It may be best to wait until Germany progresses to the heart of the Soviet Union before deciding to declare war on Persia. Persia is strategically important as it is a great source of oil -- one of your only sources, in fact. No blood for oil? Pfft. From there, you have carte blanche to invade -- err, liberate -- Afghanistan. After that, there's not much to do. You can declare war on Germany if they're looking weak, or you can take a shot at the Allies or the Soviet Union.

Hungary

Pros/Cons

Hungary has a lot of going things going for it, but there are some negative aspects which impede its success worldwide. The good things:

And the bad things:

Starting Out

You probably won't be able to go to war anytime soon with Hungary. Although you are surrounded by nations which are just aching for a whooping, they have their independence guaranteed by the United Kingdom or Germany. You also have to deal with your shortage of resources -- Germany is a good trading partner, as it needs the metal which you can provide. Alternatively, you can stock up on supplies and trade them for whatever else you require. Since you can't do anything for the first 5 years, that means you have to build up you army steadily until the time comes to go to war. Try not to build any 1918 infantry at the start and focus on upgrading and repairing your army until basic infantry has been researched, at which point you should starting building fairly long queues of 1936 infantry. Try to produce extra supplies so you can trade them for other resources down the road. Focus on industrial technologies and infantry/land doctrines as long as you only have two slots -- the rest can come later. You should have in excess of 30 divisions by 1941, as well as an HQ.

War With Yugoslavia

Only declare war on Yugoslavia after no nation is still guaranteeing its independence. Although Yugoslavia's army should roughly equal yours (although most of the time, Yugoslavia focuses on its airforce and only builds 3-5 infantry divisions, making your job easier. Typically, Yugoslavia has its troops spread around throughout the country, while yours are completely focused on the Yugoslavian border. Your aim should be getting to Belgrade as soon as possible. That means you should blitz through Zrenjanin, Novi Sad, Ojisek, and get to Belgrade before Yugoslavia can organize and effective defense. That would net you 11 of Yugoslavia's ICs (2 in Novi Sad and 9 in Belgrade) right off the bat. From there on, you can pretty much do whatever you want with Yugoslavia. Perhaps seeking to divide the country in two would be the best way to win -- but it's up to you. If this war with Yugoslavia starts when you are part of Axis, try to move your armies quickly to sea, perhaps to Bosnia before other Axis reach it, so you can build navy if you want.

The Vienna Dictate

Shortly after the war with Yugoslavia is concluded, the Vienna Dictate should fire. Germany usually tends to endorse giving Transylvania back to Hungary, so you'll get Satu Mare and Cluj Napoca. Usually, Bulgaria will declare war on Romania if its request for Constanta is denied. Accept an alliance with Bulgaria and declare war on Romania. Romania should not be too difficult to conquer, despite its superior army and IC base, since it is forced into war on two fronts, and your army and Bulgaria's combined should be more than a match. Usually, Romania surrenders, giving you most of Western Romania.

War with Bulgaria

Now is the time to backstab Bulgaria. After it has helped you win the war against Romania, show your gratitude by leaving the alliance with it and proceeding to declare war on Bulgaria. Bulgaria tends to have a fairly small army, so the fight should be heavily in your favour. However, Bulgaria is a mountainous country, so it may not be as easy as it first appears (the best thing is to have some mountain inf. as your spearhead). The best bet would be to take Sofia and the rest of Western Bulgaria quickly. After that, if your army is strong enough and a suitable defensive line in Plovdiv and Pleven does not exist, the rest of Bulgaria should fall quickly. Otherwise, it will take a bit more time.

War with Greece

Going to war with Greece may be a bit tricky. Italy will at some point declare war on Greece, at which point Greece will join the Allies. Since you don't want to be in a war against the United Kingdom and eventually the United States, it may be for the best not to invade Greece. Instead, you can turn your attention farther South.

Turkey and Beyond

The Turkish army should be no match for your superior army by now. You can go through Istanbul and subdue Turkey easily, while giving your air force easy targets to prey upon. From there, you can invade Persia. However, you must first make sure that the Soviet Union does not declare war on you. It may be best to wait until Germany progresses to the heart of the Soviet Union before deciding to declare war on Persia. Persia is strategically important as it is a great source of oil -- one of your only sources, in fact. No blood for oil? Pfft. From there, you have carte blanche to invade -- err, liberate -- Afghanistan. After that, there's not much to do. You can declare war on Germany if they're looking weak, or you can take a shot at the Allies or the Soviet Union.

Industrial Capacity

Industrial Capacity (IC) is a nation's total capacity for production.


Base IC

Base IC is based on the the number of factories you have in your national provinces. If Albania, for example, has 4 factories in its national provinces, then it will have a base IC of 4. One receives only 1 IC for every occupied province with any factories, so even if Beijing has 5 factories, its owner Shanxi only receives 1 IC since Beijing is not a national province of Shanxi.

On top of Base IC your actual IC is based on many different factors, for example:

Minister Traits

For example, if a nation has a minister that gives an extra 5% of IC (like Germany and Rudolf Hess), then the overall IC increases by 5% of the Base IC. The same works for loss of IC.

Technology

If a nation has technology giving them an extra percentage of IC, the same process will occur as for Minister Traits.

Dissent

When a nation has a high percentage of dissent, the workers become more reluctant to work and thus IC drops by a certain percentage. The only way to remedy this is to raise Consumer Goods levels to curb dissent before your IC drops below the amount of IC required for Consumer Goods.

Peacetime Modifier

If you control a large nation such as the United Kingdom, France or the United States then you may have a peacetime modifier. This means that your IC is quite far below the Base IC. This is because the nation is at peace and not all the factories are required. Your Peacetime Modifier will go once you go to war. A 'phoney war' with a minor, faraway nation like Paraguay is ideal to get around this problem.

IC days

Template:Anthology

IC days is a formula for accurately determining the total cost of unit production. This formula provides data required in order to make long term production planning decisions.

IC cost * build time = IC days

For example, 1936 Infantry (assuming no slider bonuses) costs 7 IC to produce, and will require 95 days to complete. Stated another way, this means those 7 IC are being exclusively used for a period of 95 days. Thus, the real IC cost for the 1936 Infantry division is actually (7*95) 665 total IC.

IC days

Template:Anthology

IC days is a formula for accurately determining the total cost of unit production. This formula provides data required in order to make long term production planning decisions.

IC cost * build time = IC days

For example, 1936 Infantry (assuming no slider bonuses) costs 7 IC to produce, and will require 95 days to complete. Stated another way, this means those 7 IC are being exclusively used for a period of 95 days. Thus, the real IC cost for the 1936 Infantry division is actually (7*95) 665 total IC.

Indochina

Provinces

Country Required Provinces Extra Provinces
Tag Name Id Name Capital Id name
IDC Indochina 1326 Haiphong C
1328 Hanoi
1333 Da Nang
1334 Qui Non
1335 Nha Trang
1337 Saigon
1338 Rach Gia
1339 Battambang
1340 Phnom Penh
1341 Ubon Ratchthani
1329 Vientiane
1332 Nhommarath
1336 Pakse
1306 Luang Prabang

Tech Teams

IDC - Indochina
14400 T9800 Hanoi Aerospace Company 2 1930 1970 AER ELE TEC
14401 T9800 Hanoi Arsenal 3 1930 1970 ART EQP MCH
14403 T14403 Vietnam Maritime University 4 1930 1970 MGT MCH NVE NVT SEA
14404 T10401 Vietnam Military Academy 3 1930 1970 CEX CRG LGT SMT TRA
14405 T10100 Royal Khmer University 2 1945 1970 CHE MGT MTH MCH
14406 T3802 Kampot Docks 1 1930 1970 NVA NVE TEC
14407 T10401 Phnom Penh Military Depot 3 1930 1970 ART EQP MCH
14408 T11800 National University of Laos 2 1930 1970 CHE MGT MTH MCH
14409 T14302 Hanoi University of Technology 3 1930 1970 CHE IND MGT MCH

Technical Details

Events

Scenerios

1936

Possession of France

1938

Possession of France

1941

Possession of Japan

1944

Possession of Japan

Industrial Capacity

Industrial Capacity (IC) is a nation's total capacity for production.


Base IC

Base IC is based on the the number of factories you have in your national provinces. If Albania, for example, has 4 factories in its national provinces, then it will have a base IC of 4. One receives only 1 IC for every occupied province with any factories, so even if Beijing has 5 factories, its owner Shanxi only receives 1 IC since Beijing is not a national province of Shanxi.

On top of Base IC your actual IC is based on many different factors, for example:

Minister Traits

For example, if a nation has a minister that gives an extra 5% of IC (like Germany and Rudolf Hess), then the overall IC increases by 5% of the Base IC. The same works for loss of IC.

Technology

If a nation has technology giving them an extra percentage of IC, the same process will occur as for Minister Traits.

Dissent

When a nation has a high percentage of dissent, the workers become more reluctant to work and thus IC drops by a certain percentage. The only way to remedy this is to raise Consumer Goods levels to curb dissent before your IC drops below the amount of IC required for Consumer Goods.

Peacetime Modifier

If you control a large nation such as the United Kingdom, France or the United States then you may have a peacetime modifier. This means that your IC is quite far below the Base IC. This is because the nation is at peace and not all the factories are required. Your Peacetime Modifier will go once you go to war. A 'phoney war' with a minor, faraway nation like Paraguay is ideal to get around this problem.

Industry Tech Tree

Industry

Agriculture

Modern Agriculture

  • Historic Year: 1936
  • Prerequisites: None
  • Effects:
  • Manpower Growth +5%

5 - mechanics - Scientific Plowing Technique

5 - mechanics - Scientific Sowing Technique

5 - mechanics - Scientific Mowing Technique

5 - mechanics - Scientific Cleaning Technique

6 - management - Scientific Agricultural Processes (D)

Mechanized Agriculture

  • Historic Year: 1936
  • Prerequisites:
  • Effects:
  • Manpower Growth +5%

6 - mechanics - Plowing Machine

6 - mechanics - Sowing Machine

6 - mechanics - Mowing Machines

6 - mechanics - Cleaning Machines

7 - management - Mechanized Agricultural Processes (D)

Agrichemistry

  • Historic Year: 1936
  • Prerequisites:
  • Effects:
  • Manpower Growth +5%

7 - chemistry - Synthetic Fertilizers

7 - chemistry - Synthetic Insecticides

7 - chemistry - Synthetic Herbicides

7 - chemistry - Synthetic Fungicides

8 - management - Hybridization

Agricultural Production

  • Historic Year: 1936
  • Prerequisites:
  • Effects:
  • Manpower growth +5%

8 - chemistry - Industrial Pasteurization

8 - industrial_engineering - Large Scale Refrigeration

8 - industrial_engineering - Sterile Packaging

8 - industrial_engineering - Dehydration Techniques

9 - management - Agrimanagement Processes (D)

Manufacturing

Basic Machine Tools

  • Historic Year: 1936
  • Prerequisites: None
  • Effects:
  • Industrial Efficiency total 5

5 - chemistry - Cemented Tungsten Carbide

5 - industrial_engineering - Precision Techniques

5 - industrial_engineering - Basic Welding Techniques

6 - industrial_engineering - High Temperature Resistance

7 - industrial_engineering - Basic Machine Tools Development Process (D)

Improved Machine Tools

  • Historic Year: 1937
  • Prerequisites:
  • Effects:
  • Industrial Efficiency total 5

6 - chemistry - Industrial Ceramic

6 - industrial_engineering - Sensor Techniques

6 - industrial_engineering - Improved Welding Techniques

7 - industrial_engineering - High Speed Performance

8 - industrial_engineering - Improved Machine Tools Development Process (D)

Advanced Machine Tools

  • Historic Year: 1938
  • Prerequisites:
  • Effects:
  • Industrial Efficiency total 5

7 - chemistry - Industrial Diamonds

7 - industrial_engineering - Automation

7 - industrial_engineering - Advanced Welding Techniques

8 - industrial_engineering - Very High Speed Performance

9 - industrial_engineering - Advanced Machine Tools Development Process (D)

Basic Construction Engineering

  • Historic Year: 1936
  • Prerequisites: None
  • Effects:
  • Our troops will now dig in when not moving.
  • New Building Allowed: infrastructure
  • New Building Allowed: ic
  • New Building Allowed: land_fort
  • New Building Allowed: coastal_fort

5 - industrial_engineering - Basic Standardization

5 - management - Basic Quality Control

5 - industrial_engineering - Basic Reliability Engineering

6 - industrial_engineering - Basic Test Planning

7 - industrial_engineering - Basic Construction Engineering Development Process (D)

Improved Construction Engineering

  • Historic Year: 1937
  • Prerequisites:
  • Effects:
  • New Building Allowed: air_base
  • New Building Allowed: naval_base
  • Production Bonus: land_fort 50
  • Production Bonus: coastal_fort 50

6 - industrial_engineering - Improved Standardization

6 - management - Improved Quality Control

6 - industrial_engineering - Improved Reliability Engineering

7 - industrial_engineering - Improved Test Planning

8 - industrial_engineering - Improved Construction Engineering Development Process (D)

Advanced Construction Engineering

  • Historic Year: 1938
  • Prerequisites:
  • Effects:
  • Production Bonus: land_fort 50
  • Production Bonus: coastal_fort 50

7 - industrial_engineering - Advanced Standardization

7 - management - Advanced Quality Control

7 - industrial_engineering - Advanced Reliability Engineering

8 - industrial_engineering - Advanced Test Planning

9 - industrial_engineering - Advanced Construction Engineering Development Process (D)

Production Control

  • Historic Year: 1939
  • Prerequisites:
  • Effects:
  • Industrial Efficiency supplies 5

7 - industrial_engineering - Mass Production

7 - management - Scientific Management

7 - management - Continuous Improvement

7 - management - Setup Time Reduction

8 - management - Production Control Development Process (D)

Production Planning

  • Historic Year: 1939
  • Prerequisites:
  • Effects:
  • Industrial Efficiency supplies 5

7 - management - General Production Planning

7 - management - Inventory Planning

7 - management - Resource Queue System

7 - management - Advanced Worker Time Tables

8 - management - Production Planning Development Process (D)

Assembly Line Experimentation

  • Historic Year: 1940
  • Prerequisites:
  • Effects:
  • Industrial Efficiency supplies 15

8 - management - Modular Design

8 - management - Platform Development

8 - industrial_engineering - Sectional Assembly

8 - industrial_engineering - Fracture Mechanics

10 - management - Experimentation Process (D)

Aircraft Assembly Line

  • Historic Year: 1940
  • Prerequisites:
  • Effects:
  • Time interceptor -20
  • Time multi_role -20
  • Time escort -20
  • Time cas -20
  • Time naval_bomber -20
  • Time strategic_bomber -20
  • Time tactical_bomber -20
  • Time transport_plane -20
  • Time cag -20

10 - aeronautics - Aircraft Modules

10 - industrial_engineering - Environmental Tests

10 - industrial_engineering - Propulsion Adaptation

10 - industrial_engineering - Assembly Line Process

10 - management - Production Tests (D)

Ship Assembly Line

  • Historic Year: 1940
  • Prerequisites:
  • Effects:
  • Time battlecruiser -20
  • Time battleship -20
  • Time carrier -20
  • Time destroyer -20
  • Time heavy_cruiser -20
  • Time light_cruiser -20
  • Time submarine -20
  • Time transport -20
  • Production Bonus: transports 20
  • Production Bonus: escorts 20

10 - naval_engineering - Ship Modules

10 - industrial_engineering - Environmental Tests

10 - industrial_engineering - Propulsion Adaptation

10 - industrial_engineering - Assembly Line Process

10 - management - Production Tests (D)

Vehicle Assembly Line

  • Historic Year: 1940
  • Prerequisites:
  • Effects:
  • Time armor -20
  • Time light_armor -20
  • Time light_armor_brigade -20
  • Time mechanized -13
  • Time motorized -13
  • Time armored_car -20
  • Time heavy_armor -20
  • Time super_heavy_armor -20
  • Time tank_destroyer -20
  • Time sp_artillery -20
  • Time sp_rct_artillery -20

10 - mechanics - Vehicle Modules

10 - industrial_engineering - Environmental Tests

10 - industrial_engineering - Propulsion Adaptation

10 - industrial_engineering - Assembly Line Process

10 - management - Production Tests (D)

Rocket Assembly Line

  • Historic Year: 1942
  • Prerequisites:
  • Effects:
  • Time flying_bomb -20
  • Time flying_rocket -20

10 - rocketry - Rocket Modules

10 - industrial_engineering - Environmental Tests

10 - industrial_engineering - Propulsion Adaptation

10 - industrial_engineering - Assembly Line Process

10 - management - Production Tests (D)

Small Arms Assembly Line

  • Historic Year: 1940
  • Prerequisites:
  • Effects:
  • Time infantry -20
  • Time cavalry -20
  • Time militia -20
  • Time garrison -20
  • Time police -10
  • Time paratrooper -10
  • Time bergsjaeger -10
  • Time marine -10
  • Time engineer -10
  • Time mechanized -7
  • Time motorized -7
  • Time anti_tank -20
  • Time anti_air -20
  • Time artillery -20
  • Time rocket_artillery -20

10 - general_equipment - Modular Construction

10 - industrial_engineering - Environmental Tests

10 - industrial_engineering - Efficiency Tests

10 - industrial_engineering - Assembly Line Process

10 - management - Production Tests (D)

Synthetic Oil

Basic Oil Refining

  • Historic Year: 1936
  • Prerequisites: None
  • Effects:
  • Industrial Multiplier energy_to_oil 0.1

7 - chemistry - Basic Distillation

7 - chemistry - Basic Cracker

7 - chemistry - Basic Isomerisation

7 - chemistry - Basic Hydrogen Treatment

8 - industrial_engineering - Basic Test Facility (D)

Improved Oil Refining

  • Historic Year: 1938
  • Prerequisites:
  • Effects:
  • Industrial Multiplier energy_to_oil 0.25

7 - chemistry - Improved Distillation

7 - chemistry - Improved Cracker

7 - chemistry - Improved Isomerisation

7 - chemistry - Improved Hydrogen Treatment

8 - industrial_engineering - Improved Test Facility (D)

Advanced Oil Refining

  • Historic Year: 1940
  • Prerequisites:
  • Effects:
  • Industrial Multiplier energy_to_oil 0.4

8 - chemistry - Advanced Distillation

8 - chemistry - Advanced Cracker

8 - chemistry - Advanced Isomerisation

8 - chemistry - Advanced Hydrogen Treatment

9 - industrial_engineering - Advanced Test Facility (D)

Basic Synthetic Oil Plant

  • Historic Year: 1941
  • Prerequisites:
  • Effects:
  • Industrial Multiplier energy_to_oil 0.6

8 - chemistry - Basic Catalysts

8 - chemistry - Basic Reactors

8 - chemistry - Basic Product Processing

8 - chemistry - Basic Feedstock Preparation

10 - industrial_engineering - Basic Oil Plant Prototype Tests (D)

Improved Synthetic Oil Plant

  • Historic Year: 1942
  • Prerequisites:
  • Effects:
  • Industrial Multiplier energy_to_oil 0.75

8 - chemistry - Improved Catalysts

8 - chemistry - Improved Reactors

8 - chemistry - Improved Product Processing

8 - chemistry - Improved Feedstock Preparation

10 - industrial_engineering - Improved Oil Plant Prototype Tests (D)

Advanced Synthetic Oil Plant

  • Historic Year: 1943
  • Prerequisites:
  • Effects:
  • Industrial Multiplier energy_to_oil 0.9

8 - chemistry - Advanced Catalysts

8 - chemistry - Advanced Reactors

8 - chemistry - Advanced Product Processing

8 - chemistry - Advanced Feedstock Preparation

10 - industrial_engineering - Advanced Oil Plant Prototype Tests (D)

Cryptography

Census Tabulating Machine

  • Historic Year: 1936
  • Prerequisites: None
  • Effects:
  • Research Modifier: 5

8 - mechanics - Fine Mechanics

7 - mechanics - Manual Reconfiguration

7 - mechanics - Card Storage and Sorting

3 - mechanics - Punch Cards

10 - mechanics - CT Machine Prototype Tests (D)

Basic Computing Machine

  • Historic Year: 1936
  • Prerequisites:
  • Effects:
  • Research Modifier: 5

8 - mathematics - Applied Mathematics

8 - electronics - Control and Arithmetic Unit

8 - mechanics - Memory Device

8 - mechanics - Punch Tape and Reader

8 - management - Basic Computing Machine Prototype Tests (D)

Improved Computing Machine

  • Historic Year: 1938
  • Prerequisites:
  • Effects:
  • Research Modifier: 5

8 - mathematics - Machine Code

8 - electronics - Control and Arithmetic Unit

8 - electronics - Data Storage Relays

8 - mechanics - Punch Tape and Reader

8 - management - Improved Computing Machine Prototype Tests (D)

Advanced Computing Machine

  • Historic Year: 1940
  • Prerequisites:
  • Effects:
  • Research Modifier: 5
  • May lead to . 7140

8 - mathematics - Assembler Languages

8 - electronics - Control and Arithmetic Unit

8 - mechanics - Multiple Data Storage Relays

8 - electronics - Multiple Punch Tapes and Readers

8 - management - Advanced Computing Machine Prototype Tests (D)

Basic Encryption Devices

  • Historic Year: 1937
  • Prerequisites:
  • Effects:
  • IntOp Chance them -15
  • Surprise Chance naval 15
  • Surprise Chance land 15
  • Surprise Chance air 15
  • Army detection Chance them -15

7 - mechanics - Keyboard

7 - electronics - Portable battery

7 - mechanics - 3-Rotor system

7 - mechanics - Basic Reflector

7 - mathematics - Basic Code

Basic Decryption Devices

  • Historic Year: 1938
  • Prerequisites:
  • Effects:
  • IntOp Chance us 25
  • Surprise Chance naval 15
  • Surprise Chance land 15
  • Surprise Chance air 15
  • Army detection Chance us 15

8 - mathematics - Identification of Message Keys

8 - mathematics - Identification of Cribs

8 - mathematics - Basic Cryptographical Mathematical Theory

8 - training - Special Decryption Teams

8 - mechanics - Basic Computing Machine Support

Improved Encryption Devices

  • Historic Year: 1939
  • Prerequisites:
  • Effects:
  • IntOp Chance them -15
  • Surprise Chance naval 15
  • Surprise Chance land 15
  • Surprise Chance air 15
  • Army detection Chance them -15

7 - mathematics - Binary system characters

7 - electronics - Improved powersource

7 - mechanics - 6-rotor system

7 - mechanics - Double teleprinter

7 - management - Unique settings

Improved Decryption Devices

  • Historic Year: 1940
  • Prerequisites:
  • Effects:
  • IntOp Chance us 25
  • Surprise Chance naval 15
  • Surprise Chance land 15
  • Surprise Chance air 15
  • Army detection Chance us 15

8 - mathematics - Identification of Multiple Message Keys

8 - mathematics - Identification of Repetitions

8 - mathematics - Theoretical Computer

8 - training - Special Decryption Facility

8 - mechanics - Improved Computing Machine Support

Advanced Encryption Devices

  • Historic Year: 1941
  • Prerequisites:
  • Effects:
  • IntOp Chance them -15
  • Surprise Chance naval 15
  • Surprise Chance land 15
  • Surprise Chance air 15
  • Army detection Chance them -15

7 - mathematics - 5-Bit combinations

7 - electronics - Advanced electro-mechanics

7 - mechanics - 10 Rotor-system

7 - mathematics - Simultaneous encryption

7 - mathematics - One-time code pads

Advanced Decryption Device

  • Historic Year: 1942
  • Prerequisites:
  • Effects:
  • IntOp Chance us 25
  • Surprise Chance naval 15
  • Surprise Chance land 15
  • Surprise Chance air 15
  • Army detection Chance us 15

8 - mathematics - Identification of Parallel Texts

8 - mathematics - Advanced Reconstruction

8 - mathematics - Advanced Prime Number Theory

8 - training - Multiple Cooperating Decryption Facilities

8 - mechanics - Advanced Computing Machine Support

Radar

Basic Decimetric Radar Warning Sites

  • Historic Year: 1937
  • Prerequisites: None
  • Effects:
  • New Building Allowed: radar_station
  • Radar Station Efficiency: 5

6 - mechanics - Basic Antenna

6 - electronics - Transmitter Frequency 10m/30MHz

6 - electronics - Basic Mechanical Structure

6 - electronics - Basic Manual Plotting Device

6 - management - Basic Air Defence Integration

Improved Decimetric Radar Warning Sites

  • Historic Year: 1940
  • Prerequisites:
  • Effects:
  • Radar Station Efficiency: 10

7 - mechanics - Improved Antenna

7 - electronics - Transmitter Frequency 1.5m/200MHz

7 - electronics - Improved Mechanical Structure

7 - electronics - Improved Manual Plotting Device

7 - management - Improved Air Defence Integration

Advanced Decimetric Radar Warning Sites

  • Historic Year: 1942
  • Prerequisites:
  • Effects:
  • Radar Station Efficiency: 10

7 - mechanics - Advanced Antenna

7 - electronics - Transmitter Frequency 50cm/600MHz

7 - electronics - Advanced Mechanical Structure

7 - electronics - Advanced Manual Plotting Device

7 - management - Advanced Air Defence Integration

Basic Centimetric Radar Warning Sites

  • Historic Year: 1942
  • Prerequisites:
  • Effects:
  • Radar Station Efficiency: 5

7 - mechanics - Tower Antenna

9 - electronics - Transmitter Frequency 10cm/3GHz

7 - electronics - Basic Electrical Structure

8 - electronics - Basic Electromechanical Plotting Device

10 - management - Basic Air Defence Network

Improved Centimetric Radar Warning Sites

  • Historic Year: 1943
  • Prerequisites:
  • Effects:
  • Radar Station Efficiency: 20

8 - mechanics - Movable Antenna

10 - electronics - Transmitter Frequency 12cm/4GHz

8 - electronics - Improved Electrical Structure

9 - electronics - Improved Electromechanical Plotting Device

10 - management - Improved Air Defence Network

Advanced Centimetric Radar Warning Sites

  • Historic Year: 1944
  • Prerequisites:
  • Effects:
  • Radar Station Efficiency: 25

10 - mechanics - Transportable Antenna

10 - electronics - Transmitter Frequency 15cm/5GHz

10 - electronics - Advanced Electrical Structure

10 - electronics - Advanced Electromechanical Plotting Device

10 - management - Advanced Air Defence Network

Nuclear

Faculty of Atomic Research

  • Historic Year: 1936
  • Prerequisites: None
  • Effects: None

10 - nuclear_physics - Department of Atomic Physics

10 - nuclear_physics - Department of Radioactivity

10 - mathematics - Department of Higher Mathematics

10 - nuclear_physics - Department of Astro-Physics

10 - chemistry - Department of Physical Chemistry

Atomic Research Laboratories

  • Historic Year: 1936
  • Prerequisites:
  • Effects: None

10 - nuclear_engineering - X-ray Spectrometry Lab

10 - nuclear_engineering - Cathode Spectrometry Lab

10 - nuclear_engineering - Anodic Spectrometry Lab

10 - nuclear_engineering - Radionuclide Lab

10 - nuclear_engineering - Transmutation Lab

Faculty of Nuclear Research

  • Historic Year: 1939
  • Prerequisites:
  • Effects: None

10 - nuclear_physics - Department of Nuclear Physics

10 - nuclear_physics - Department of High Energy Radiation

10 - mathematics - Department of Mathematical Physics

10 - nuclear_physics - Department of Relativistic Mechanics

10 - nuclear_physics - Department of Nuclear Chemistry

Isotope Separation Facility

  • Historic Year: 1941
  • Prerequisites:
  • Effects:
  • New Building Allowed: nuclear_reactor
  • Max Reactor Size: 1

10 - nuclear_engineering - Experimental Proof of the Equivalence of Mass and Energy

10 - nuclear_engineering - Radioactive Material Analysis

10 - nuclear_engineering - Laboratory produced Fission

10 - nuclear_engineering - Chain Reaction Process Discovered

10 - nuclear_engineering - Isotope Separation Process (D)

Nuclear Fuel Analysis

  • Historic Year: 1941
  • Prerequisites:
  • Effects:
  • Max Reactor Size: 2

10 - nuclear_engineering - Betatron Particle Accelerator

10 - nuclear_physics - Uranium 238

10 - nuclear_physics - Thorium 232

10 - nuclear_physics - Uranium 235

10 - nuclear_engineering - Material Stability Tests (D)

Experimental Reactor

  • Historic Year: 1941
  • Prerequisites:
  • Effects:
  • Max Reactor Size: 3

10 - nuclear_engineering - Nuclear Reactor Design

10 - nuclear_engineering - Reflector Material Tests

10 - nuclear_engineering - Moderator Material Tests

10 - nuclear_engineering - Heavy Water Plant

10 - management - Reactor Prototype Tests (D)

Nuclear Reactor Operability

  • Historic Year: 1943
  • Prerequisites:
  • Effects:
  • Max Reactor Size: 4

10 - nuclear_engineering - Core Structure

10 - nuclear_engineering - Reflector

10 - nuclear_engineering - Moderator

10 - nuclear_engineering - Applied Rare Minerals

10 - management - Operationability Tests (D)

Nuclear Power Production

  • Historic Year: 1944
  • Prerequisites:
  • Effects:
  • Max Reactor Size: 5
  • production in changed by -4 50
  • May lead to . 7170
  • May lead to . 7200
  • May lead to . 7210
  • May lead to . 7220
  • May lead to . 7230

10 - nuclear_engineering - Nuclear Power Plant Design

10 - nuclear_engineering - Nuclear Propulsion Design

10 - nuclear_engineering - Emergency Shut-down System

10 - nuclear_engineering - Nuclear Waste Disposal

10 - management - Power Plant Prototype Tests (D)

Rocket

Rocket Test and Research Facility

  • Historic Year: 1936
  • Prerequisites: None
  • Effects:
  • New Building Allowed: rocket_test

7 - aeronautics - Wind Tunnels

7 - rocketry - Test Range

7 - rocketry - Telemetrics Station

7 - chemistry - Rocket Fuels

7 - management - Basic Rocket Flight Tests (D)

Rocket Engine

  • Historic Year: 1939
  • Prerequisites:
  • Effects:
  • May lead to . 7010
  • May lead to . 7100
  • May lead to . 7260
  • May lead to . 7270

8 - rocketry - Chamber

8 - rocketry - Diffuser

8 - rocketry - Nozzle

8 - rocketry - Fuel injector

8 - rocketry - Burner

Turbojet Engine

  • Historic Year: 1939
  • Prerequisites:
  • Effects:
  • May lead to . 7030
  • May lead to . 7050
  • May lead to . 7060
  • May lead to . 7070
  • May lead to . 7080
  • May lead to . 7090

8 - rocketry - Compressor

8 - rocketry - Fan

8 - rocketry - Air intake

8 - rocketry - Fuel injector

8 - rocketry - Burner

Flying Bomb Development

  • Historic Year: 1940
  • Prerequisites:
  • Effects:
  • May lead to . 7100

6 - rocketry - Solid Fuel Rocket Engine

6 - rocketry - Gyroscope Autopilot

6 - rocketry - Launch Catapult

6 - rocketry - Modified Steering Fens

6 - management - Trajectory Test Flights (D)

Flying Rocket Development

  • Historic Year: 1941
  • Prerequisites:
  • Effects:
  • May lead to . 7110

7 - rocketry - Liquid Fuel Rocket Engine

7 - rocketry - Advanced Gyroscope Autopilot

7 - rocketry - Mobile Launch Sites

7 - rocketry - Reinforced Ribs

7 - management - Trajectory Test Flights (D)

Infantry

Infantry are soldiers who fight on foot.

Generally, all land divisions except HQ , Cavalry and Armor in the game is classed as infantry, more specifically see: Infantry Division .

Infantry Division

Infantry will most likely make up the bulk of your army. They are relatively cheap to build and require no regular fuel supply to manoeuvre, but their lack of motorized transport means their speed of advance is limited. However, Infantry are able to occupy large areas of land, securing ground captured by other forces.

Infantry Division Statistics

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp.
Infantry '36 30 30 2 3 10 1 12 15 100 7 95 10 5 1 0 2
Infantry '39 30 30 3 4 12 2 18 18 100 7 95 10 5 1 0 2
Infantry '41 30 30 4 5 14 4 24 24 100 7 95 10 5 1 0 2
Infantry '43 30 30 4 6 16 5 30 30 100 7 95 10 5 1.1 0 2
Infantry '45 30 30 6 6 18 6 35 35 100 7 95 10 6 1.1 0.1 2

Brigades allowed

Notes

Infantry Tech Tree

Infantry

Great War Infantry Division

  • Historic Year: 1918
  • Prerequisites: None
  • Effects:
  • Activate Unit Type infantry
  • New Model infantry 0
  • Activate Unit Type garrison
  • New Model garrison 0
  • Enable Mission Type: amphibious_assault

5 - general_equipment - Elder Service Rifle

5 - artillery - Infantry Gun 37mm

5 - electronics - Basic Signal Command System

5 - chemistry - Grenades and Mines

5 - training - Mass Assault Training

Early Infantry Division

  • Historic Year: 1936
  • Prerequisites:
  • Effects:
  • New Model infantry 1
  • Model is now obsolete. infantry 0
  • Activate Unit Type police

5 - general_equipment - Service Rifle

5 - artillery - Infantry Gun 50mm

5 - electronics - Basic Long-Range Recon Battalion

5 - artillery - Light Mortar 50mm

5 - training - Small Combat Unit Training

Basic Infantry Division

  • Historic Year: 1939
  • Prerequisites:
  • Effects:
  • New Model infantry 2
  • Model is now obsolete. infantry 1
  • New Model garrison 1
  • Model is now obsolete. garrison 0

5 - general_equipment - Basic Submachinegun

5 - artillery - Infantry Gun 75mm

5 - electronics - Basic Signal Interception and Jamming

5 - artillery - Medium Mortar 81mm

5 - training - Specialist Support Training

Improved Infantry Division

  • Historic Year: 1941
  • Prerequisites:
  • Effects:
  • New Model infantry 3
  • Model is now obsolete. infantry 2

5 - general_equipment - Improved Submachinegun

5 - artillery - Infantry Gun 105mm

5 - electronics - Improved Signal Command System

5 - artillery - Heavy Mortar 120mm

5 - training - Combined Arms Initiative Training

Advanced Infantry Division

  • Historic Year: 1943
  • Prerequisites:
  • Effects:
  • New Model infantry 4
  • Model is now obsolete. infantry 3
  • New Model garrison 2
  • Model is now obsolete. garrison 1
  • New Model militia 1
  • Model is now obsolete. militia 0

5 - general_equipment - Basic Assault Rifle

5 - artillery - Infantry Gun 150mm

5 - electronics - Improved Long-Range Recon Battalion

5 - rocketry - Tube-launched Rocket

5 - training - Task Force Training

Semi-Modern Infantry Division

  • Historic Year: 1945
  • Prerequisites:
  • Effects:
  • New Model infantry 5
  • Model is now obsolete. infantry 4

5 - general_equipment - Improved Assault Rifle

5 - artillery - Infantry Gun 120mm Quick-Fire

5 - electronics - Improved Signal Interception and Jamming

5 - rocketry - AT Recoilless Rocket Launcher

5 - training - Integrated Combined Arms Training

Airborne

Early Airborne Division

  • Historic Year: 1939
  • Tech ID: 1070
  • Prerequisites:
  • Effects:
  • Activate Unit Type paratrooper
  • New Model paratrooper 0

5 - general_equipment - Basic Submachinegun

5 - artillery - Light Mortar 50mm

5 - general_equipment - Jump Boots

5 - mechanics - Airborne Six-wheeled Truck

5 - training - Airborne Transport Training

Basic Airborne Division

  • Historic Year: 1940
  • Prerequisites:
  • Effects:
  • New Model paratrooper 1
  • Model is now obsolete. paratrooper 0

5 - general_equipment - Improved Submachinegun

5 - artillery - Medium Mortar 81mm

5 - aeronautics - Basic Gliders

5 - mechanics - Airborne Halftrack

5 - training - Airborne Drop Training

Improved Airborne Division

  • Historic Year: 1942
  • Prerequisites:
  • Effects:
  • New Model paratrooper 2
  • Model is now obsolete. paratrooper 1

5 - general_equipment - Basic Assault Rifle

5 - artillery - Mountain Gun 75mm

5 - general_equipment - Airborne Small Unit Drop Pods

5 - mechanics - Airborne Light Tank

5 - training - Airborne Glider Training

Advanced Airborne Division

  • Historic Year: 1944
  • Prerequisites:
  • Effects:
  • New Model paratrooper 3
  • Model is now obsolete. paratrooper 2

5 - general_equipment - Improved Assault Rifle

5 - artillery - Mountain Gun 105mm

5 - general_equipment - Airborne Large Unit Drop Pods

5 - mechanics - Airborne Medium Tank

5 - training - Airborne Assault Training

Mountain

Early Mountain Division

  • Historic Year: 1937
  • Prerequisites:
  • Effects:
  • Activate Unit Type bergsjaeger
  • New Model bergsjaeger 0

5 - general_equipment - Service Rifle

5 - artillery - Great War Mountain Gun 75mm

5 - general_equipment - Personal Climbing Equipment

5 - general_equipment - Trained Beasts of Burden

5 - training - Basic Climber Training

Basic Mountain Division

  • Historic Year: 1939
  • Prerequisites:
  • Effects:
  • New Model bergsjaeger 1
  • Model is now obsolete. bergsjaeger 0
  • Hill Attack bergsjaeger 5
  • Hill Defence bergsjaeger 10
  • Hill Move bergsjaeger 5
  • Mountain Attack bergsjaeger 5
  • Mountain Defence bergsjaeger 10
  • Mountain Move bergsjaeger 5

5 - general_equipment - Basic Submachinegun

5 - artillery - Medium Mortar 81mm

5 - general_equipment - Arctic Climate Clothing

5 - mechanics - Tractors

5 - training - High Altitude Training

Improved Mountain Division

  • Historic Year: 1941
  • Prerequisites:
  • Effects:
  • New Model bergsjaeger 2
  • Model is now obsolete. bergsjaeger 1
  • Hill Attack bergsjaeger 5
  • Hill Defence bergsjaeger 10
  • Hill Move bergsjaeger 5
  • Mountain Attack bergsjaeger 5
  • Mountain Defence bergsjaeger 10
  • Mountain Move bergsjaeger 5

5 - general_equipment - Improved Submachinegun

5 - artillery - Mountain Gun 75mm

5 - general_equipment - Wilderness Survival Kite

5 - mechanics - Six-wheeled Truck

5 - training - Alpine Survival Training

Advanced Mountain Division

  • Historic Year: 1943
  • Prerequisites:
  • Effects:
  • New Model bergsjaeger 3
  • Model is now obsolete. bergsjaeger 2
  • Hill Attack bergsjaeger 5
  • Hill Defence bergsjaeger 10
  • Hill Move bergsjaeger 5
  • Mountain Attack bergsjaeger 5
  • Mountain Defence bergsjaeger 10
  • Mountain Move bergsjaeger 5

5 - general_equipment - Basic Assault Rifle

5 - artillery - Mountain Gun 105mm

5 - general_equipment - Alpine Combat Equipement

5 - mechanics - Hi-Power Halftrack

5 - training - Mountain Tactical Training

Marine

Early Marine Division

  • Historic Year: 1937
  • Tech id: 1150
  • Prerequisites:
  • Effects:
  • Activate Unit Type marine
  • New Model marine 0
  • Efficiency: amphibious_assault 0.1

5 - general_equipment - Service Rifle

5 - artillery - Naval Gunfire

5 - naval_engineering - Early Amphibious Assault Vehicle

5 - mechanics - Early Amphibious Tank

5 - training - Naval Infantry Training

Basic Marine Division

  • Historic Year: 1939
  • Prerequisites:
  • Effects:
  • New Model marine 1
  • Model is now obsolete. marine 0
  • Swamp Attack marine 10
  • Swamp Defence marine 10
  • River Attack marine 5
  • Shore Attack marine 10
  • Swamp Move marine 5
  • Efficiency: amphibious_assault 0.1

5 - artillery - Forward Observers

5 - general_equipment - Basic Wading Equipment

5 - naval_engineering - Basic Amphibious Assault Vehicle

5 - mechanics - Basic Amphibious Tank

5 - training - Marine Tactical Training

Improved Marine Division

  • Historic Year: 1941
  • Prerequisites:
  • Effects:
  • New Model marine 2
  • Model is now obsolete. marine 1
  • Swamp Attack marine 10
  • Swamp Defence marine 10
  • River Attack marine 5
  • Shore Attack marine 10
  • Swamp Move marine 5
  • Efficiency: amphibious_assault 0.15

5 - artillery - Air-Naval Gunfire Liasion Teams

5 - general_equipment - Improved Wading Equipment

5 - naval_engineering - Improved Amphibious Assault Vehicle

5 - mechanics - Improved Amphibious Tank

5 - training - Amphibious Assault Training

Advanced Marine Division

  • Historic Year: 1944
  • Prerequisites:
  • Effects:
  • New Model marine 3
  • Model is now obsolete. marine 2
  • Swamp Attack marine 10
  • Swamp Defence marine 10
  • River Attack marine 5
  • Shore Attack marine 10
  • Swamp Move marine 5
  • Efficiency: amphibious_assault 0.15

5 - general_equipment - Basic Assault Rifle

5 - general_equipment - Advanced Wading Equipment

5 - naval_engineering - Advanced Amphibious Assault Vehicle

5 - mechanics - Advanced Amphibious Tank

5 - training - Beachhead Expansion Training

Cavalry

Great War Cavalry Division

  • Historic Year: 1918
  • Prerequisites: None
  • Effects:
  • Activate Unit Type cavalry
  • New Model cavalry 0

3 - general_equipment - Lance and Carbine

3 - artillery - Horse Artillery Gun 75mm

4 - electronics - Basic Signal Command System

3 - chemistry - Grenades and Mines

4 - training - Cavalry Charge Training

Early Cavalry Division

  • Historic Year: 1936
  • Prerequisites:
  • Effects:
  • New Model cavalry 1
  • Model is now obsolete. cavalry 0

3 - general_equipment - Service Rifle

3 - artillery - Horse Artillery Gun 105mm

4 - electronics - Basic Long-Range Recon Battalion

4 - artillery - Light Mortar 50mm

4 - training - Marksman Tactical Training

Basic Cavalry Division

  • Historic Year: 1937
  • Prerequisites:
  • Effects:
  • New Model cavalry 2
  • Model is now obsolete. cavalry 1

5 - general_equipment - Basic Machine Gun

5 - artillery - Horse Artillery Gun 120mm

5 - electronics - Basic Signal Interception and Jamming

4 - artillery - Medium Mortar 81mm

4 - training - Infantry Tactical Training

Semi-Motorized Cavalry Division

  • Historic Year: 1937
  • Prerequisites:
  • Effects:
  • New Model cavalry 3
  • Model is now obsolete. cavalry 2

5 - general_equipment - Basic Machine Gun

5 - artillery - Field Artillery Gun 105mm

5 - mechanics - Small Trucks

5 - artillery - Heavy Mortar 120mm

5 - training - Tactical Mobility Training

Motor

Basic Motorized Division

  • Historic Year: 1939
  • Prerequisites:
  • Effects:
  • Activate Unit Type motorized
  • New Model motorized 0

5 - general_equipment - Basic Submachinegun

5 - artillery - Infantry Gun 75mm

5 - mechanics - 1 ton Trucks

5 - artillery - Heavy Mortar 120mm

5 - training - Combined Arms Initiative Training

Improved Motorized Division

  • Historic Year: 1941
  • Prerequisites:
  • Effects:
  • New Model motorized 1
  • Model is now obsolete. motorized 0

5 - general_equipment - Improved Submachinegun

5 - artillery - Infantry Gun 105mm

5 - mechanics - 2 1/2 ton Trucks

5 - rocketry - Tube-launched Rocket

5 - training - Task Force Training

Advanced Motorized Division

  • Historic Year: 1944
  • Prerequisites:
  • Effects:
  • New Model motorized 2
  • Model is now obsolete. motorized 1

6 - general_equipment - Basic Assault Rifle

6 - artillery - Infantry Gun 150mm

6 - mechanics - 4 ton Trucks

6 - rocketry - AT Recoilless Rocket Launcher

6 - training - Mobile Reaction Training

Mechanized

Basic Mechanized Division

  • Historic Year: 1941
  • Prerequisites:
  • Effects:
  • Activate Unit Type mechanized
  • New Model mechanized 0

5 - general_equipment - Improved Submachinegun

5 - artillery - Infantry Gun 105mm

6 - mechanics - Basic Halftrack Troop Carrier

5 - rocketry - Tube-launched Rocket

6 - training - Task Force Training

Improved Mechanized Division

  • Historic Year: 1942
  • Prerequisites:
  • Effects:
  • New Model mechanized 1
  • Model is now obsolete. mechanized 0

6 - general_equipment - Basic Assault Rifle

6 - artillery - Infantry Gun 150mm

6 - mechanics - Improved Halftrack Troop Carrier

6 - rocketry - AT Recoilless Rocket Launcher

6 - training - Mobile Reaction Training

Advanced Mechanized Division

  • Historic Year: 1944
  • Prerequisites:
  • Effects:
  • New Model mechanized 2
  • Model is now obsolete. mechanized 1

6 - general_equipment - Improved Assault Rifle

7 - artillery - Infantry Gun 120mm Quick-Fire

6 - mechanics - Advanced Halftrack Troop Carrier

7 - artillery - Integrated Mobile AT Guns

7 - training - March Echelon Assault Training

Semi-Modern Mechanized Division

  • Historic Year: 1945
  • Prerequisites:
  • Effects:
  • New Model mechanized 3
  • Model is now obsolete. mechanized 2

6 - general_equipment - Improved Assault Rifle

7 - artillery - Infantry Gun 120mm Quick-Fire

8 - mechanics - Armored Personnel Carriers

8 - rocketry - Integrated Mobile AT Rocket Launchers

8 - training - Flexible Air Support Training

Armored Cavalry Division

  • Historic Year: 1945
  • Prerequisites:
  • Effects:
  • New Model cavalry 4
  • Model is now obsolete. cavalry 3
  • May lead to . 7240

6 - general_equipment - Improved Assault Rifle

7 - artillery - Infantry Gun 120mm Quick-Fire

7 - mechanics - Armored Personnel Carriers

7 - mechanics - Advanced Heavy Armored Car

7 - training - Forced Recon Training

Supply

Rear Area Supply Dumps

  • Historic Year: 1936
  • Prerequisites: None
  • Effects:
  • TC Modifier: 10
  • Occupied Province TC Modifier: 20
  • Attrition Modifier: 15
  • Supply Distance Modifier: 10
  • Enable Mission Type: strat_redeploy
  • Efficiency: strat_redeploy 0.5
  • Activate Unit Type engineer

5 - centralized_execution - Static Area Supply System

5 - management - Requisition Order System

5 - management - Land Convoy System

5 - general_equipment - Basic Stock and Storage

5 - large_unit_tactics - Strategic refueling and replenishment

Deep Logistic Organization

  • Historic Year: 1940
  • Prerequisites:
  • Effects:
  • TC Modifier: 10
  • Occupied Province TC Modifier: 20
  • Attrition Modifier: 15
  • Supply Distance Modifier: 10

6 - centralized_execution - Dynamic Priority Supply System

6 - mathematics - Mean Consumption Statistics

6 - management - Flexible Dumpspot System

6 - general_equipment - Improved Stock and Storage

6 - large_unit_tactics - Operational refueling and replenishment

Frontline Supply Service

  • Historic Year: 1942
  • Prerequisites:
  • Effects:
  • TC Modifier: 10
  • Occupied Province TC Modifier: 20
  • Attrition Modifier: 15
  • Supply Distance Modifier: 10

7 - decentralized_execution - Low Echelon Supply System

7 - management - Dynamic Supply Reports

7 - management - Circular Transport System

7 - general_equipment - Advanced Stock and Storage

7 - small_unit_tactics - Tactical refueling and replenishment

Rear Area Vehicle Repair Shop

  • Historic Year: 1937
  • Prerequisites:
  • Effects:

5 - mechanics - Bulky Tools

5 - mechanics - Standardized Repair Capacity

5 - technical_efficiency - Basic Vehicle Repair

5 - technical_efficiency - Basic Gun Repair

5 - management - Worktask Requisition System

Deep Vehicle Repair Organization

  • Historic Year: 1941
  • Prerequisites:
  • Effects:

6 - mechanics - Movable Tools

6 - mechanics - Unit-specific Repair Capacity

6 - technical_efficiency - Improved Vehicle Repair

6 - technical_efficiency - Improved Gun Repair

6 - management - Worktask Priority System

Frontline Vehicle Repair Shop

  • Historic Year: 1943
  • Prerequisites:
  • Effects:

7 - mechanics - Flexible Tools

7 - mechanics - Multitask Repair Capacity

7 - technical_efficiency - Advanced Vehicle Repair

7 - technical_efficiency - Advanced Gun Repair

7 - management - Dynamic Damage Classification

Interceptors

Interceptors are short-range fighters designed to destroy enemy bombers. They have high speed and good manouverability to make them agile enough to evade the machine guns of the bombers, while having the firepower needed to disable a heavy, armoured bomber. Against enemy fighters, they are less effective yet they still put up a good fight.

Interceptor Statistics

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Naval Attack Strat Attack Surface Def Air Detect Surface Detect Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Range Trans Cap. Upgrade Time Factor Upgrade Cost Factor
Interwar Fighter 30 30 3 1 0 0 0 0 4 1 2 10 140 1 300 0.7 1.5 200 1.0 1.0
Early Fighter 30 30 4 2 0 0 0 0 6 1 3 12 150 1 350 0.9 2 200 0.5 1.0
Basic Interceptor 30 30 7 5 0 0 0 0 4 2 3 13 150 1 500 1.0 2 200 0.5 1.0
Improved Interceptor 30 30 9 7 0 0 0 0 6 4 4 16 150 1 600 1.1 2.3 250 0.5 1.0
Advanced Interceptor 30 30 11 9 0 0 0 0 10 6 6 19 150 1 650 1.2 2.3 300 0.5 1.0
Basic Rocket Interceptor 30 30 14 10 0 0 0 0 16 6 5 22 150 1 1000 2.0 2.6 200 0.5 1.0
Improved Rocket Interceptor 30 30 16 12 0 0 0 0 16 8 7 27 150 1 1200 2.1 3 200 0.5 1.0
Basic Turbojet Interceptor 30 30 14 12 0 0 0 0 16 7 7 25 150 1 900 2.2 3 300 0.5 1.0
Advanced Turbojet Interceptor 30 30 19 15 0 0 0 0 20 10 8 29 150 1 1100 2.3 3 400 0.5 1.0

Brigades allowed

Notes

Interceptors

Interceptors are short-range fighters designed to destroy enemy bombers. They have high speed and good manouverability to make them agile enough to evade the machine guns of the bombers, while having the firepower needed to disable a heavy, armoured bomber. Against enemy fighters, they are less effective yet they still put up a good fight.

Interceptor Statistics

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Naval Attack Strat Attack Surface Def Air Detect Surface Detect Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Range Trans Cap. Upgrade Time Factor Upgrade Cost Factor
Interwar Fighter 30 30 3 1 0 0 0 0 4 1 2 10 140 1 300 0.7 1.5 200 1.0 1.0
Early Fighter 30 30 4 2 0 0 0 0 6 1 3 12 150 1 350 0.9 2 200 0.5 1.0
Basic Interceptor 30 30 7 5 0 0 0 0 4 2 3 13 150 1 500 1.0 2 200 0.5 1.0
Improved Interceptor 30 30 9 7 0 0 0 0 6 4 4 16 150 1 600 1.1 2.3 250 0.5 1.0
Advanced Interceptor 30 30 11 9 0 0 0 0 10 6 6 19 150 1 650 1.2 2.3 300 0.5 1.0
Basic Rocket Interceptor 30 30 14 10 0 0 0 0 16 6 5 22 150 1 1000 2.0 2.6 200 0.5 1.0
Improved Rocket Interceptor 30 30 16 12 0 0 0 0 16 8 7 27 150 1 1200 2.1 3 200 0.5 1.0
Basic Turbojet Interceptor 30 30 14 12 0 0 0 0 16 7 7 25 150 1 900 2.2 3 300 0.5 1.0
Advanced Turbojet Interceptor 30 30 19 15 0 0 0 0 20 10 8 29 150 1 1100 2.3 3 400 0.5 1.0

Brigades allowed

Notes

Iraq

1938 Scenario

This is the only scenario in vanilla when you have any chance of success as Iraq. For you are not a puppet of the United Kingdom. As Iraq you have the terrible shadow of the soviet union above you, and depending on your aggressiveness level, will be happy to put you down. Firstly, you must build a small militia army and move sliders to a more authoritarian stance. This will cause less dissent when you declare war on your first enemy - Iran. Without full IC take over this is harder than it seems. Iran (also known as Persia in vanilla) has a small army but has VPs all over the place. It's best to rush and cut off Tehran and watch the rest of its armies fall. Then annex.


There are now 2 possible routes. One is the very risky route. Declare war on Afghanistan and defeat them (easier said than done, the terrain is just awful). Then head through Sinkiang and try to get as far into China with your now brothers, the Japanese. Getting a large portion of China is nice to see on the map. The second route, can also be done if you finished the first route fast enough. When Vichy is created, Syria and Lebanon form. These are weak states, easily gobbled up the quicker you are able to. Take them of course. Now it's leading into 1941, your army should be nicely experienced and sized and you're ready to strike through Turkey and into the Balkans. Join the Allies if you like, but you may run the risk of the Soviets then declaring war on you, along with the Allies... leading to a very tricky position indeed.

Iraq

1938 Scenario

This is the only scenario in vanilla when you have any chance of success as Iraq. For you are not a puppet of the United Kingdom. As Iraq you have the terrible shadow of the soviet union above you, and depending on your aggressiveness level, will be happy to put you down. Firstly, you must build a small militia army and move sliders to a more authoritarian stance. This will cause less dissent when you declare war on your first enemy - Iran. Without full IC take over this is harder than it seems. Iran (also known as Persia in vanilla) has a small army but has VPs all over the place. It's best to rush and cut off Tehran and watch the rest of its armies fall. Then annex.


There are now 2 possible routes. One is the very risky route. Declare war on Afghanistan and defeat them (easier said than done, the terrain is just awful). Then head through Sinkiang and try to get as far into China with your now brothers, the Japanese. Getting a large portion of China is nice to see on the map. The second route, can also be done if you finished the first route fast enough. When Vichy is created, Syria and Lebanon form. These are weak states, easily gobbled up the quicker you are able to. Take them of course. Now it's leading into 1941, your army should be nicely experienced and sized and you're ready to strike through Turkey and into the Balkans. Join the Allies if you like, but you may run the risk of the Soviets then declaring war on you, along with the Allies... leading to a very tricky position indeed.

Ireland


Overview

Ireland has got to be one of the least played nations in HoI2. The reason being;it is almost completely isolationist and 'borders' one of the most powerful nations on the globe, at the time. Playing Ireland may seem pointless, but do not be tricked; Ireland has an impressive group of tech teams and leaders. Some advantages of the republic include the following:

Technology

Ireland has excellent industrial, aircraft, naval, air doctrine, and naval doctrines tech teams. Basically, it lacks in ground combat and ground doctrine tech teams. Focus on researching current year technologies because of the penalty involved with researching ahead of the 'historical' year. Research in manufacturing, infantry, and Grand Battle Plan should be given top priority.

Diplomacy

Ireland, due to it being completely neutral, has little to no potential for alliances. However, events such as 'foreign policy initiative' may allow Ireland to become more interventionist.

Foreign Policy Initiative

There are two feasible choices for Ireland in this event. The first one is to force it through, which would result in 2 shifts of interventionism and 1 shift towards Political right, with the cost being 10 dissent. The other option, strike a bargain with the Liberals, would result in 1 shift of interventionism, 1 shift towards free market, and 1 shift towards open society at the cost of 5 dissent. The choice is up to you.

Demand Territory

In keeping with the limited aims that are possible to achieve with minor powers, one potential aim is to reclaim Northern Ireland. A successful strategy in relation to this goal is first to form as many trades as possible with the U.K. to increase your relationship. Secondly after 1942 begin funding partisans in Northern Ireland. Thirdly, when the partisans rise up, ask to join the Allies so that you can occupy Northern Ireland. By 1946 you should see the Demand Territory probability rise up from 0% to around 2%. However by 1948 you'll have a 20% chance! Just keep Demanding territory and influencing the U.K. and you should have Northern Ireland by 1949.

Ireland


Overview

Ireland has got to be one of the least played nations in HoI2. The reason being;it is almost completely isolationist and 'borders' one of the most powerful nations on the globe, at the time. Playing Ireland may seem pointless, but do not be tricked; Ireland has an impressive group of tech teams and leaders. Some advantages of the republic include the following:

Technology

Ireland has excellent industrial, aircraft, naval, air doctrine, and naval doctrines tech teams. Basically, it lacks in ground combat and ground doctrine tech teams. Focus on researching current year technologies because of the penalty involved with researching ahead of the 'historical' year. Research in manufacturing, infantry, and Grand Battle Plan should be given top priority.

Diplomacy

Ireland, due to it being completely neutral, has little to no potential for alliances. However, events such as 'foreign policy initiative' may allow Ireland to become more interventionist.

Foreign Policy Initiative

There are two feasible choices for Ireland in this event. The first one is to force it through, which would result in 2 shifts of interventionism and 1 shift towards Political right, with the cost being 10 dissent. The other option, strike a bargain with the Liberals, would result in 1 shift of interventionism, 1 shift towards free market, and 1 shift towards open society at the cost of 5 dissent. The choice is up to you.

Demand Territory

In keeping with the limited aims that are possible to achieve with minor powers, one potential aim is to reclaim Northern Ireland. A successful strategy in relation to this goal is first to form as many trades as possible with the U.K. to increase your relationship. Secondly after 1942 begin funding partisans in Northern Ireland. Thirdly, when the partisans rise up, ask to join the Allies so that you can occupy Northern Ireland. By 1946 you should see the Demand Territory probability rise up from 0% to around 2%. However by 1948 you'll have a 20% chance! Just keep Demanding territory and influencing the U.K. and you should have Northern Ireland by 1949.

Ireland


Overview

Ireland has got to be one of the least played nations in HoI2. The reason being;it is almost completely isolationist and 'borders' one of the most powerful nations on the globe, at the time. Playing Ireland may seem pointless, but do not be tricked; Ireland has an impressive group of tech teams and leaders. Some advantages of the republic include the following:

Technology

Ireland has excellent industrial, aircraft, naval, air doctrine, and naval doctrines tech teams. Basically, it lacks in ground combat and ground doctrine tech teams. Focus on researching current year technologies because of the penalty involved with researching ahead of the 'historical' year. Research in manufacturing, infantry, and Grand Battle Plan should be given top priority.

Diplomacy

Ireland, due to it being completely neutral, has little to no potential for alliances. However, events such as 'foreign policy initiative' may allow Ireland to become more interventionist.

Foreign Policy Initiative

There are two feasible choices for Ireland in this event. The first one is to force it through, which would result in 2 shifts of interventionism and 1 shift towards Political right, with the cost being 10 dissent. The other option, strike a bargain with the Liberals, would result in 1 shift of interventionism, 1 shift towards free market, and 1 shift towards open society at the cost of 5 dissent. The choice is up to you.

Demand Territory

In keeping with the limited aims that are possible to achieve with minor powers, one potential aim is to reclaim Northern Ireland. A successful strategy in relation to this goal is first to form as many trades as possible with the U.K. to increase your relationship. Secondly after 1942 begin funding partisans in Northern Ireland. Thirdly, when the partisans rise up, ask to join the Allies so that you can occupy Northern Ireland. By 1946 you should see the Demand Territory probability rise up from 0% to around 2%. However by 1948 you'll have a 20% chance! Just keep Demanding territory and influencing the U.K. and you should have Northern Ireland by 1949.

Ireland


Overview

Ireland has got to be one of the least played nations in HoI2. The reason being;it is almost completely isolationist and 'borders' one of the most powerful nations on the globe, at the time. Playing Ireland may seem pointless, but do not be tricked; Ireland has an impressive group of tech teams and leaders. Some advantages of the republic include the following:

Technology

Ireland has excellent industrial, aircraft, naval, air doctrine, and naval doctrines tech teams. Basically, it lacks in ground combat and ground doctrine tech teams. Focus on researching current year technologies because of the penalty involved with researching ahead of the 'historical' year. Research in manufacturing, infantry, and Grand Battle Plan should be given top priority.

Diplomacy

Ireland, due to it being completely neutral, has little to no potential for alliances. However, events such as 'foreign policy initiative' may allow Ireland to become more interventionist.

Foreign Policy Initiative

There are two feasible choices for Ireland in this event. The first one is to force it through, which would result in 2 shifts of interventionism and 1 shift towards Political right, with the cost being 10 dissent. The other option, strike a bargain with the Liberals, would result in 1 shift of interventionism, 1 shift towards free market, and 1 shift towards open society at the cost of 5 dissent. The choice is up to you.

Demand Territory

In keeping with the limited aims that are possible to achieve with minor powers, one potential aim is to reclaim Northern Ireland. A successful strategy in relation to this goal is first to form as many trades as possible with the U.K. to increase your relationship. Secondly after 1942 begin funding partisans in Northern Ireland. Thirdly, when the partisans rise up, ask to join the Allies so that you can occupy Northern Ireland. By 1946 you should see the Demand Territory probability rise up from 0% to around 2%. However by 1948 you'll have a 20% chance! Just keep Demanding territory and influencing the U.K. and you should have Northern Ireland by 1949.

Iron Production per country 1936-1948 (Fe content of ore)

Source: BR Mitchell.

Numbers are 1000s of metric tons

1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948
Algeria 1010 1285 1655 1605 877 179 180 94 413 628 912 851 1021
Argentina 0 3 2 4 3 4 1 0 2 1 27 0 17
Australia 1267 1255 1509 1727 1585 1514 1422 1473 1372 1026 1229 1445 1356
Austria 500 850 1350 1500 1600 1450 1500 1600 1500 150 250 450 600
Brazil 75 164 330 246 274 569 477 550 522 442 396 415 1069
Canada 0 0 0 60 201 250 264 293 276 567 773 958 667
Chile 815 916 950 995 1061 1011 245 3 11 173 738 1084 1681
China 1466 1705 1652 2195 3407 3906 4726 5065 3793 223 147 71 75
Cuba 224 70 81 26 54 32 56 29 8 0 0 22 13
France 16670 18900 16500 16500 6350 5300 6400 8450 4700 3850 8100 19350 11500
French Morocco 0 33 131 210 38 2 2 5 3 0 58 70 137
Germany 3350 4250 5500 6600 8600 7800 6850 6300 5150 ? 1950 2200 3850
India 1649 1870 1788 1930 2032 2063 2083 1727 1524 1494 1565 1625 1483
Italy 400 500 500 450 600 650 550 400 200 50 50 100 250
Japan 303 294 343 429 496 762 1067 1403 1718 935 287 255 297
Korea 98 86 323 357 480 552 769 958 1348 337 ? ? ?
Luxembourg 2450 3900 2550 2950 2450 3450 2550 2650 1450 700 1100 1000 1700
Malaya 1076 1015 1051 1263 1276 747 59 32 7 9 0 1 0
Mexico 79 90 99 111 70 72 103 138 187 175 171 226 227
Newfoundland 471 850 887 874 798 508 630 284 244 511 648 763 789
Norway 400 500 700 650 300 300 150 100 150 50 50 50 100
Philippines 403 370 565 653 692 468 45 92 36 0 0 0 10
Poland 250 400 450 ? 400 450 400 350 350 ? 200 250 350
Romania 50 50 50 50 50 100 100 150 100 50 50 50 100
Sierra Leone 315 386 525 505 420 622 380 339 277 504 495 512 567
South Africa 235 295 320 312 396 504 432 449 464 540 656 724 691
Spain 1150 650 1250 1800 1300 1150 1100 1050 1100 850 1200 1200 1250
Spanish Morocco 636 854 805 691 242 350 344 346 438 472 483 533 543
Sweden 6720 9000 8340 8280 6780 6300 5820 6480 4380 2340 4140 5340 7980
Tunisia 387 478 424 420 190 0 15 15 50 69 96 203 380
Turkey 0 0 50 155 85 38 12 59 59 82 73 95 121
UK 6450 7200 6000 7650 9000 9650 10100 9400 7850 7200 6200 5650 6650
USA 25078 36991 14322 26423 37918 47819 54767 52127 48653 45882 36154 47709 50891
USSR 13900 13900 13300 13450 14950 ? ? ? ? 7950 9650 11650 14000
Yugoslavia 250 300 300 350 ? ? ? ? ? ? 200 350 450

Italy

File:Ita-topbar.JPG

Overview

Italy has the potential to dominate the Mediterranean theatre, but is hampered by a lack of everything: good tech teams, industry, resources, and skilled military leadership.

It is imperative to make some choices right at the beginning. Do you want to immediately go on a small conquering spree, putting you in an ahistorically strong position (if you do not get DoW'd by the entire Balkans and Turkey, or let alone the major powers)? Will you depend on Germany to give you the support to defend your home while most of your forces are conquering Egypt? Should you defend or abandon Ethiopia?

Italy is one of the most fun countries to play since it has enough handicaps and plenty of potential. It is easy to overextend, and when you do, you are at the mercy of the magical allied magnifying glass. If it focuses on you, rather than the action in France or the Far East, Rome will burn.

See also

Italy 1941 Strategy Guide

Technology

Italy begins the game with only four research slots, thus a common first objective is to expand to the fifth research slot, which is possible once base IC is 80. This can most rapidly be achieved through a combination of IC building and an early annexation of Spain. Italy has average technology teams, thus only limited branches of technology can effectively be researched.

For land doctrine, some players choose to completely abandon the "Firepower Focus" land doctrines, widely considered among the weakest doctrine in the game. If you stick to it and go for the Infiltration Assault path in ´42 you get the best infantry available from ´43 on, due to the high night attack bonus you will receive. Until then you will have relatively poor organization and morale. Within the Mobility Focus doctrine, Human Wave is a good choice for Italy, with a level 4 tech team with four specialties in many branches, especially late game. The most common choice, however, is Spearhead Doctrine. With an early alliance with Germany, blueprints for the entire tech tree can be typically acquired long in advance of the historical year, making the research reasonably rapid even with Italy's inferior teams. Italy needs to also focus on Manufacturing, Infantry, with limited Naval and Air. Within Naval, generally Battleships and Destroyers should be the focus, and within Air TAC/NAV is a necessary limitation.

Diplomacy

Alliances

Italy's first possible ally is Ethiopia, in the event Italy sues for peace and forces Ethiopia to become a puppet. Italy's natural ideological ally is Germany, and joining the Axis is possible as early as 1936. This is extremely advantageous for Italy to do, as it grants them many key blueprints and free resources. Once Italy has joined the Axis, all future alliances are contingent on Germany, as leader of the alliance. If you plan to wage some earlier wars be careful not to ruin the important German events, so be at peace from spring ´38 on for Anschluss and the following events. Also be warned that Germany going to war unhistorical early triggers (in Armageddon) one of the US events that removes some of their peacetime IC penalty. If you don´t plan to wage early wars it is better for Axis if you finish Ethiopia before you join.

Italy can also create some early puppets through liberation:

Although Libya and Somalia have no factories with they will automatically have 5 IC (off map) when liberated. On first look, liberation may look good to save TC and provide extra units to hold the beaches. However, the problem is that you could get up to 25% dissent as a result (anger at colonial policy event: DD & ARMA). As a result, liberation of nations is not considered a wise strategy.

Sliders

Italy begins the game with very poor slider positions: as a general rule, the game favors extreme positions, and Italy begins with many moderate settings. Italy will not receive much slider help either, with only three free Interventionism slider moves (1936 Spanish Civil war, 1937 Anti-Comintern pact, 1939 Albania). The best opening move for Italy is Hawk moves in 1936, 1937, and 1938, which will bring full Hawk. In 1939, an Interventionism move would assure full interventionism by March of that year due to Albania.

Players may instead use 1939 to begin the long march to Central Planning. This requires 6 moves, thus starting in 1939 would finish in January, 1944. Since Germany is frequently influencing Italy, it is possible, but unlikely, for Germany to have a "complete influence" event that assists with this slider. This is generally a better choice than the Standing Army move, since that will require 7 moves, and Italy arguably needs IC more than organisation and experience bonuses.

Ministers

Italy has excellent starting Ministers.

In 1940, Minister of Security Umberto Albini will become available. For an Italy that holds many foreign territories (France, Spain, Greece, etc), changing to this minister with 15% foreign IC use is very beneficial.

Economy

Italy has the weakest economy out of all the major nations (USA, USSR, Germany, Japan, and the UK). This puts Italy at a significant disadvantage over the course of the game, and creates an added challenge for players.

Trading

Italy begins the game with supply deficits, and a few existing trade deals. The existing deals help Italy stay barely ahead with Rare materials, while around 30 energy and 10 metal is lost every day. This means that without trade deals, Italy will immediately begin suffering shortages affecting Industry in February, 1936. Italy's best trading partners (in order):

Industrial Production

Italy will never be an industrial powerhouse, owing to its weak starting position. Italy's first production goal, however, is industrial improvement to attain the fifth technology team slot. This requires a minimum of 80 base IC. Italy is able to begin the game with 7 parallel factories in construction. After the first run is complete, five more factories can be added. How many serial runs factories should be produced depend on a player's Italian strategy.

If Italy will join the Axis in 1936, this means the war will begin August 30, 1939. Italy shares borders with both France and the UK's colonial holdings, thus Italy must be militarily prepared, especially if it wants to excel in warfare. This means a two serial run of a 7 parallel factories (ending in December, 1937) is a good starting point, possibly with a few more factories to get Italy over the 80 IC base threshold. This will provide a 20 month for a strong military build up.

If Italy will not join the Axis until 1941, Italy essentially has two additional years for IC building and manpower growing. This additional IC can bring Italy an extra 20 base IC.

Military

Army

While the mainstay of the Italian army must be infantry and militia , Italy can greatly benefit from specialization. The Balkans and Turkey, for example, are significantly helped with mountaineers. Mountaineers can continue to be used in a war against the Soviet Union, both in the Caucasus region, but also Mountaineers have significant bonuses when fighting in Arctic conditions. Marines are essential for Jungle fighting in the resource rich Central African region, if Italy so chooses. A Paratrooper division can help since Italy starts with a Transport Aircraft, and can have limited use.

Generally, Italy does not have the resources (or more importantly: the TC) for tank building. A few limited Motorized Infantry units with SP-ART, followed by Mechanized units, can be beneficial. Cavalry with AC is also helpful for fast operations, and does not consume as much TC. Cavalry is specifically helpful when attacking Southern USSR, and taking vast tracks of land relatively quickly.

Leaders

As usual, Italy is the weakest of the major powers in this aspect as well. However, they're more than adequate and used properly will work just fine. Army wise, you got about two dozen leaders that will top out at skill levels of 5 or higher. Between Messe, Zingali and Bitossi you should have your armored needs covered, and you got a handful leaders who share both Winter Specialist and Commando traits and make for excellent mountaineer leaders.

Your starting position is terrible, with just Messe and Balbo over skill level 2. The rest of your commanders will need a lot of practice, or you'll be stuck with yet another disadvantage to the other majors.

Navy

In HOI2 DD, the best main battle fleet composition for Italy's limited resources is comprised of CA (Heavy cruisers) with CVL (light carriers) and DD (destroyers). This is an effective combination of good firepower, and a fleet size of 8 CA + 8 DD + 2 CVL can be effective in a fight against the carriers of the Royal Navy. Additionally, this type of fleet moves fast, and is very cheap to build and repair. In HOI2 Armageddon firecontrol brigades for the DD´s are a very nice thing, as you will get very cheap cruizerg fleets, as the FC give 10km additional range when you upgraded them after you researched the Advanced Computing Machine. More about cruizerg fleets can be found here: Surface Action Group . Four firecontrol brigades for the starting BB´s in combination with one of the best leaders you have enables them to destroy many enemy ships very effectively at maximum range, so your own ships don´t take damage. This way, you can also take down the old French and British BB´s.

In addition, Italy will greatly benefit from a wolfpack strategy if it is going to fight any Allied nation (obviously against the USSR this isn't necessary). Build submarines (1938 level) for convoy raiding missions, and you will greatly reduce the fighting ability of Allied troops whereever you engage them. If you choose an African strategy, for example, the British can be fairly easily overrun (it will still take a long time, however) with successful convoy raiding. As South Africa, Free France and Iraq usually deliver supplies to the Brits they may suffer from supply shortage, but in Armageddon it is not really possible to cut the Brits off from supplies totally. With an extensive sub campaign you will be able to sink many, many convoys and that is definitely a nice thing, but you won´t starve the troops in Africa. As Fleet in Being is the worst naval doctrine path for subs be warned that your subs are effective early in the game but will have a very bad time from ´41/´42 on as the Allies will have doctrine advantage and better destroyers by then.

Air Force

Italy does not have the industrial capacity to produce a large air force. It is possible, however, to produce a limited air force to fulfill particular roles. Tactical bombers (TAC) and Naval bombers are very well suited for Italy's theaters of war, and are highly recommended. Interceptors are not as important, and likely beyond Italy's limited resources.

If you plan to play a longer game interceptors or fighters are a must have for Italy, as the Allies will bomb Europe to death from ´41 on if you are defenceless. Enemy naval bombers in the Med are something you probably do not want to tolerate (at least in Armageddon they can become a pain in the a**), so prepare to do something against them.

War

Unlike all other major powers who have very clear adversaries that must be challenged, Italy does not have any direct opponents. This allows an Italian player to choose their own path with a great deal of flexibility. The most essential sphere of warfare for Italy is the Mediterranean Sea, best managed through Gibraltar in the West and Suez in the East. Control of the Mediterranean is vital to the defense of Italy's home shores, and enables Italy free movement throughout Northern Africa, Southern Europe, and the Middle East. Historically, Africa was an important theater of war due to Italian holdings in Libya and Ethiopia, yet involvement in Africa is a questionable strategy in-game.

Italo-Ethiopian War

The game begins with Italy at war with Ethiopia. It is quite easy to direct Italian units straight to the Ethiopian capital, Addis Ababa, and win the war. With Italian units in the capital, the player has two choices for resolving the war:

If you don't mind the gamey-ness, keeping the war with Ethiopia going for a while has numerous benefits. Militia on militia action is excellent training for your commanders, and consumer goods demand will stay low as long as you're at war. Attack with a few militia divisions, and add more as the fight progresses and your troops start to get beat up. A good battle will last a week. You can use your naval bombers on Interdiction missions to get them valuble experience without doing much damage to the ethiopians. All in all, you can get your army a decent experience boost, half a dozen (the good ones) leaders up to skill level 6-7 and another dozen or two a couple levels higher without commiting more than a few weeks of manpower production - and Italy doesn't have the IC to use all that manpower anyway.

Spanish Civil War

On July 18, 1936, the Spanish Civil War will occur. Playing as an Axis nation means the odds are stacked against the Nationalists, who will likely loose. Italy should always send help, via the in-game event, to Nationalist Spain to avoid 5 dissent and an isolationist move. Beyond that event, Italy has three practical choices:

Albanian Occupation

At the end of March, 1939 (following the German invasion of Czechoslovakia) Italy will have the option to give King Zog an ultimatum regarding annexation. While Albania does not offer significant value, it provides Italy a foothold in the Balkans, and a staging point for possible actions in Greece and Yugoslavia. Taking Albania is simple, since it does not produce troops (DD & ARMA).

Early opportunities for war

Italy has several nonaggression pacts with its neighbors, which considerably reduce Italy's opportunity for local war mongering. All these non-aggression pacts, however, will eventually expire:

Fall Weiss

The German invasion of Poland in August 30, 1939 is an important date for Italy, either as an early warning of the wider war soon to come, or as the beginning of open conflict with the Allies due to an early join with the Axis. Italy has several important military objectives:

Sitzkrieg

After the invasion of Poland, Europe goes quiet for quite some time. Italy has a few options during this lull, starting with Yugoslavia. Italy has claims on Yugoslavian territories. Since Yugoslavia has several guarantees of independence, an early declaration of war (before 1939) is risky, and could embroil Italy into WWII with the Allies attacking, or could trigger war from Turkey, Greece, or even Germany. Therefore, war with Yugoslavia should only occur after Fall Weiss, and/or after Italy is prepared to go to war with the Allies. Full annexation of Yugoslavia within three weeks is achievable. With 25 total IC, Italy will gain 5 base IC in normal conditions, or 9 base IC in the event that Albini is the Minister of Security.

If Northern Africa has been successfully secured, a campaign against Southern Africa can be fruitful. No Italian controlled port is within 3000 km of South Africa, and taking Italian troops on ground throughout the length of Africa could easily take years. Thus, an alternate (quite challenging) method is to capture the Diego Garcia Island (from Port Massaua). This port island can take transports within range of Durban. While South Africa is not heavily guarded (SA has extremely low manpower), landing will be difficult.

Strategy

Strategically, Italy has two primary objectives:

An Italy that achieves both objectives can play a significant role in ensuring the Axis rules the world. If either objective fails, Italy is almost certainly doomed.

Mediterranean Control

The most important key to a successful Italy is control of the Mediterranean. The most effective way to control the Mediterranean is through the capture of Gibraltar and Suez, preventing any new allied ships from entering the Mediterranean. With that accomplished, the remaining UK fleet will need to be destroyed, since the French fleet will disappear with the fall of France by Germany.

In HOI2, the most effective way to destroy the Royal Navy is through maintaining air superiority over the Mediterranean and making good use of Naval Bombers. By using Naval Bombers you will slowly whittle down the Royal Navy and after a series of heavy Port Strikes on Gibraltar, Malta and the Egyptian coast, the RN may well be grounded and you will be able to roam freely across the Med.

In DD & ARMA, control of the Mediterranean is more challenging. First, a Northern African campaign that removes all ports, including those in the Middle East, will considerably help. Next, waiting for several months as the Royal Navy runs out of supplies and oil helps greatly amplify Italy's tiny Naval force. Then, Naval bombers will help soften up the Royal Naval. Finally, Italy's starting navy can begin to sink the Royal Navy.

European Strategy

On this path, Italy's warfare focuses almost exclusively on the European theater, putting little, if any, resources into Africa. This could mean early war with Spain, Greece, and Yugoslavia. This path also requires Italian involvement in the war against the Soviet Union, to ensure Germany wins. This can be accomplished by joining German forces on their front lines, or by opening up a new front against the Soviet Union. One way to create a new front is to invade and Annex Turkey, which will provide Italy direct access to the Baku, oil rich region, in addition the the Black Sea. This strategy requires emphasis on land and bomber forces, and will entirely neglect the Navy. Italy's most pressing need when fighting the Soviet Union will be manpower, due to the sheer size of the land and number of Soviet divisions. A quick victory is imperative for the Axis. When manpower has been exhausted, focus on IC intensive units such as the air force. After the defeat of the Soviet Union, a Navy should be built.

African Strategy

Most of Africa is an infrastructure nightmare, meaning that troops will be low on combat efficiency (ESE), TC will be considerably stressed, and moving troops will be extremely slow: moving from one province to the next may take months!

Africa has some strategic value:

An effective Africa strategy can be conducted with the following steps:

Fortress Italy

In this strategy, Italy essentially ignores the rest of the world, refuses to join the Axis or the Allies, and simply fortifies its home lands. This means abandoning Libya for pragmatic reasons.

Securing Italy's beaches is a relatively easy task, although it will require a fair amount of time and effort. Italy has a large number of beaches, which can be quite strongly secured with a three unit stack of: (a) infantry division plus artillery; (b) militia; (c) militia. Make a note of the "crossroads" provinces, ones that border 3 beach provinces. Perugia and Potenza are best. These are the provinces for Italy to store reaction forces: Armoured, motorized, mechanized, calvary, etc. With their speed, use them to rapidly reinforce beach defenders using the "support defense" mission. A Navy is not important since beaches can be more efficiently defended, and no Italian Navy could match the Royal Navy or the USN.

The most vulnerable location for Italy are its land borders. Eventually, the Soviet Union and the Allies will be on those borders, and they may declare war. Therefore, land forts are a necessity along Italy's Northern borders, combined with a strong emphasis on Interceptors.

Italy the Traitor

Italy can join the Allies! Most players would consider this gamey, just as attacking Germany or the USA in 1936, for example, is gamey. In any event, an Italy that joins the Allies, especially in the fall of 1941 when Germany has all forces on the Eastern front, can score an easy victory for Italy.

Roman Strategy

It is possible to get a 20th century Roman Empire. No doubt this is very gamey and ahistorical, but given Italy's numerous handicaps it is also quite a feat to accomplish. At the start of the game, make peace with Ethiopia and forget about them and Somalia for the rest of the game. Your troops will be spread thin enough as it is whithout defending their useless deserts. Start building two factories, and allocate the rest of your IC to reinforcements and upgrades while you shuttle your troops back from Ethiopia. You'll want to build around 10 factories as early as possible - that'll give you the 5th research slot when you annex Spain. Don't cancel the light cruiser that starts in your production queue, it is only 16 days from completion. Change your ministers to maximize IC and manpower bonuses. You will not join the Axis, as it would be a disgrace for the noble Romans to seek any sort of agreement with the Germanic barbarians. Merely sharing common enemies with them will be enough.

Ressearch will be focused on industrial techs at first. The cryptography techs are a must, even if they take forever to ressearch thanks to your bad tech teams. You also want the 1936 manpower techs as early as possible. You want to get to the small arms assembly line ASAP, and that means non-stop ressearch in this field. For your military you will need infantry, mountaineers, militia and cavalry. You'll never have enough TC to support large motorized formations so you might as well not try. Artillery will also be useful (and possibly SP-Art for your cav divs) to augment the strength of your relatively small armies.

Once these essential techs are ressearched far enough down the tree you can do Interceptors and Tac bombers, along with some air and naval doctrines. Just keep in mind that no matter how much effort you put into these, you'll always be a step behind your main opponents. Do not abandon your land doctrine. The infiltration assault path is perfectly suited to the forces you are going to field. Anyways you won't ally with Germany so it won't be possible to get all the blueprints for the spearhead doctrine. The diplomacy sliders should be moved to full hawk first, and then begin to move to full standing army. After that it doesn't matter that much since you'll either have won or lost the game. It will pay off to set the sliders to generate extra money and engage heavily in intelligence activities (to steal blueprints).

Your army should be organized into army corps of Mil/Inf/Inf. Militia is key as it bolsters your ranks significantly and you only have so much manpower to spare. Your navy is obsolete but some of it will be useful in shore bombardment duties. Assemble an 18 ship SAG with your 4 BBI's and 5 CAIII's, plus your 9 best screens. Then put some sort of a transport fleet together with the CAII'S and CLII's as protection, and disband anything that's left over. Submarines can be kept as they can be useful as pickets. Keep your starting air force, as it will be a long time before you can spare the IC to build more.

After your troops are reinforced and upgraded to 1936 infantry, you're ready to invade and annex Spain. This will open up a second front against France - which you will need. Once Spain is yours, you must build up your army as much as possible before the outbreak of WWII. Send some spies into France and build at least as many infantry divisions as they will (you can count your militia as an infantry div. for that purpose).

Guarantee the independence of germany so that when France and the UK declare war on them, you can DOW them without suffering dissent. When the war breaks out, you must beat Germany into France and deny them any conquests there. It really is a race against the clock, because you essentially need to wrap up the war before winter or the German blitzkrieg in the spring of 1940 will deny northern France to the greatness of Rome. Conquering France can be difficult, as they are likely to have a doctrine and cryptography lead on you. In fact the war with France is the most likely point where this strategy will break down. To secure victory you will most certainly need to have an excellent grasp of the combat mechanics and use every advantage you can. Since you're not allied with the german barbarians, Vichy France will not trigger and you'll get to keep it all.

One thing to keep in mind is that if you can find the spare cash to influence them you might be able to bribe the Axis minors into allying with you instead of Germany. This will really turn the tide against Hitler and when the time comes you'll be glad to have them with you instead of against you.

Don't forget to leave some troops in Africa to push the brits back to Suez and also a few divs in Spain to quickly seize Gibraltar. A goal of sealing off the Mediterranean before the new year is reasonable. Once France has fallen, redeploy your troops to Venice and launch an offensive into the Balkans. Again you need to do this before the germans have a chance to try so don't wait any longer than you need. You want to annex Yugoslavia and Greece. If you've gotten to this point, all there is left is Turkey and every province bordering the Med will be green. However you should probably wait until Germany is at war with the Soviet Union before declaring war upon the Turks. Since you'll have sky-high beligerence by then, your DOW might trigger them into attacking you. Common sense dictates that a war against both of these behemoths could only end badly for Rome. If they do declare war, at least they'll also be fighting each other so the situation will be a little more manageable.

Now assuming that you avoided war with Germany and the SU, there is one last nut to crack: Londinium. Before you can safely try this you need to modernize your navy and build a sufficiently strong surface fleet to support the landing, which will likely take years. Look up the German strategy page if you need to know more about invading England. So essentially you're left with a lot of time to kill and a huge empire to pacify so you'll likely need to build lots of garrison divs. You may want to try to take France's overseas territories (so you can annex them) and keep your military on guard in Africa and the Middle-East as a British offensive from Iraq is not completely out of the question. In fact taking Iraq would be a good thing to do to occupy your time as your new navy is being built. Speaking of which - a 30 ship SAG of 13 CA'S, 2 CVL's and 15 DD's (all 1941 models) should be up to the task. If you're lucky you'll have captured some transports from the french ports, but most likely you'll need to build some of those as well.

After England has fallen you will have most of the land that was historically comprised in the Roman Empire. At this point, depending on the strategic situation in Europe, you might want to try to take on Germany. If they're losing on the eastern front (which they most likely will, considering you have denied them almost everything else), it might be possible to blitz into their industrial heartland and cripple them significantly before they have a chance to bring reaction forces back from the East.

There is also the possibility that your conquests confuse the German AI enough that it will never attack the soviets. In that case you need to keep in mind that you will face 150+ divs and that the germans will have a huge doctrine advantage on you until you ressearch the 'infiltration in depth' tech. Assuming everything has gone as planned your army is probably around 100 div strong at this point, so a considerable expansion will be required. Another problem arises from the fact that your army is almost entirely soft and that you have nothing to counter the german armor effectively. Building armor is not an option because TC is already way too overloaded, so the best bet is probably to build some of the otherwise useless AT brigades for your infantry. This will give your army some punch against the panzer divs without adding more TC load. Moreover, infantry divs brigaded with AT will retain full benefits from the infiltration doctrine while armor would not.

Alternatively, although this is beyond gamey, you can edit a saved game and add all your new conquests as national territories (simulating a unified Roman Empire). This will bump your IC into the 300's, quell all dissent, and turn your TC back to a 'green' figure (and you probably haven't seen that since 1938). Now you can safely take on Germany and the SU. At the same time.

Addendum : After some testing, the general strategy was shown to work. In the test game the war with France was nearly disastrous but succeeded in the end. Turkey can be attacked/annexed before 1941 and Germany had almost defeated the Soviet Union when I attacked - and successfuly defeated - it.

Template:Anthology

Italy 1941 Strategy Guide

One of my favorite scenarios as it starts you off as set piece almost.

You can defeat the British in Africa - you just need speed and a sense of urgency (building an airforce is good but long term, you need to defeat the British with what you have.)

I - Destroy the British pocket behind your lines and consolidate your forces in Africa into two provinces facing the British (keep a division or two back to garrison your major port/airfield provinces.

II - Reorganize your airforce and have focus it on the African front, with your Fighters covering, your bombers interdicting, and your Naval regiments patroling/bombing the seas around Sicily (to look for British fleets).

III - Strategically deploy/march as much of your Army on the continent as possible to Taranto , keeping forces only to garrison beaches until they can be replaced by Garrison / Militia corps properly

IV - Form your Navy into two branches : one large Fleet of Surface Ships and Transports, and secondly some smaller fleets of Submarines . The Submarines you can use not for convoy but as pickets around the Med to trip up and trigger combat with enemy navies to find out their location.

V- The Surface Fleet you use ONLY to load up Army Divisions and the Sea Transport mission to the closest port possible in Africa, as fast as possible. You may even want to leave your old BB -Is behind to gain the 3kph of speed. Keep Sea Transporting forces to Africa as possible. If you get into combat with a large RN Battle Fleet then retreat and try again later.

VI- The bulk of your army and air force should now be in Africa, frontally assault the enemy (which you should by now outnumber) and send him reeling back across the middle east, use your Bombers (now) to Ground attack his formations.

VII - With Suez secure you can hold a line in Southern Egypt of 2/3 provinces and push into Iraq for it's oil, or you can amphibious operations against Allied Islands in the Med (or both). Gibraltar is nearly impossible without Spain so your options there are limited.

-You don't have the IC to use Offensive supply

-As for builds, I'd concentrate on Tactical Bombers / Escorts to destroy enemy forces as they move in Africa / Middle East ; infantry divsions, and garrisons.

You can lay down some Cruisers/DDs/Submarines and Naval aviation regiments. You can destroy isolated enemy transports and small fleets by using a fast fleet of Italy's Cruisers/Destroyers to engage in combat, kill, and then retreat before any large Battleship/Carrier fleet.

VIII - With a line held in Egypt , the Middle East Secure - you should have some time to build up before the US or British can again field a strong force in the area,,so you can send air support to Germany ,,etc.

Taken from this thread

Italy

File:Ita-topbar.JPG

Overview

Italy has the potential to dominate the Mediterranean theatre, but is hampered by a lack of everything: good tech teams, industry, resources, and skilled military leadership.

It is imperative to make some choices right at the beginning. Do you want to immediately go on a small conquering spree, putting you in an ahistorically strong position (if you do not get DoW'd by the entire Balkans and Turkey, or let alone the major powers)? Will you depend on Germany to give you the support to defend your home while most of your forces are conquering Egypt? Should you defend or abandon Ethiopia?

Italy is one of the most fun countries to play since it has enough handicaps and plenty of potential. It is easy to overextend, and when you do, you are at the mercy of the magical allied magnifying glass. If it focuses on you, rather than the action in France or the Far East, Rome will burn.

See also

Italy 1941 Strategy Guide

Technology

Italy begins the game with only four research slots, thus a common first objective is to expand to the fifth research slot, which is possible once base IC is 80. This can most rapidly be achieved through a combination of IC building and an early annexation of Spain. Italy has average technology teams, thus only limited branches of technology can effectively be researched.

For land doctrine, some players choose to completely abandon the "Firepower Focus" land doctrines, widely considered among the weakest doctrine in the game. If you stick to it and go for the Infiltration Assault path in ´42 you get the best infantry available from ´43 on, due to the high night attack bonus you will receive. Until then you will have relatively poor organization and morale. Within the Mobility Focus doctrine, Human Wave is a good choice for Italy, with a level 4 tech team with four specialties in many branches, especially late game. The most common choice, however, is Spearhead Doctrine. With an early alliance with Germany, blueprints for the entire tech tree can be typically acquired long in advance of the historical year, making the research reasonably rapid even with Italy's inferior teams. Italy needs to also focus on Manufacturing, Infantry, with limited Naval and Air. Within Naval, generally Battleships and Destroyers should be the focus, and within Air TAC/NAV is a necessary limitation.

Diplomacy

Alliances

Italy's first possible ally is Ethiopia, in the event Italy sues for peace and forces Ethiopia to become a puppet. Italy's natural ideological ally is Germany, and joining the Axis is possible as early as 1936. This is extremely advantageous for Italy to do, as it grants them many key blueprints and free resources. Once Italy has joined the Axis, all future alliances are contingent on Germany, as leader of the alliance. If you plan to wage some earlier wars be careful not to ruin the important German events, so be at peace from spring ´38 on for Anschluss and the following events. Also be warned that Germany going to war unhistorical early triggers (in Armageddon) one of the US events that removes some of their peacetime IC penalty. If you don´t plan to wage early wars it is better for Axis if you finish Ethiopia before you join.

Italy can also create some early puppets through liberation:

Although Libya and Somalia have no factories with they will automatically have 5 IC (off map) when liberated. On first look, liberation may look good to save TC and provide extra units to hold the beaches. However, the problem is that you could get up to 25% dissent as a result (anger at colonial policy event: DD & ARMA). As a result, liberation of nations is not considered a wise strategy.

Sliders

Italy begins the game with very poor slider positions: as a general rule, the game favors extreme positions, and Italy begins with many moderate settings. Italy will not receive much slider help either, with only three free Interventionism slider moves (1936 Spanish Civil war, 1937 Anti-Comintern pact, 1939 Albania). The best opening move for Italy is Hawk moves in 1936, 1937, and 1938, which will bring full Hawk. In 1939, an Interventionism move would assure full interventionism by March of that year due to Albania.

Players may instead use 1939 to begin the long march to Central Planning. This requires 6 moves, thus starting in 1939 would finish in January, 1944. Since Germany is frequently influencing Italy, it is possible, but unlikely, for Germany to have a "complete influence" event that assists with this slider. This is generally a better choice than the Standing Army move, since that will require 7 moves, and Italy arguably needs IC more than organisation and experience bonuses.

Ministers

Italy has excellent starting Ministers.

In 1940, Minister of Security Umberto Albini will become available. For an Italy that holds many foreign territories (France, Spain, Greece, etc), changing to this minister with 15% foreign IC use is very beneficial.

Economy

Italy has the weakest economy out of all the major nations (USA, USSR, Germany, Japan, and the UK). This puts Italy at a significant disadvantage over the course of the game, and creates an added challenge for players.

Trading

Italy begins the game with supply deficits, and a few existing trade deals. The existing deals help Italy stay barely ahead with Rare materials, while around 30 energy and 10 metal is lost every day. This means that without trade deals, Italy will immediately begin suffering shortages affecting Industry in February, 1936. Italy's best trading partners (in order):

Industrial Production

Italy will never be an industrial powerhouse, owing to its weak starting position. Italy's first production goal, however, is industrial improvement to attain the fifth technology team slot. This requires a minimum of 80 base IC. Italy is able to begin the game with 7 parallel factories in construction. After the first run is complete, five more factories can be added. How many serial runs factories should be produced depend on a player's Italian strategy.

If Italy will join the Axis in 1936, this means the war will begin August 30, 1939. Italy shares borders with both France and the UK's colonial holdings, thus Italy must be militarily prepared, especially if it wants to excel in warfare. This means a two serial run of a 7 parallel factories (ending in December, 1937) is a good starting point, possibly with a few more factories to get Italy over the 80 IC base threshold. This will provide a 20 month for a strong military build up.

If Italy will not join the Axis until 1941, Italy essentially has two additional years for IC building and manpower growing. This additional IC can bring Italy an extra 20 base IC.

Military

Army

While the mainstay of the Italian army must be infantry and militia , Italy can greatly benefit from specialization. The Balkans and Turkey, for example, are significantly helped with mountaineers. Mountaineers can continue to be used in a war against the Soviet Union, both in the Caucasus region, but also Mountaineers have significant bonuses when fighting in Arctic conditions. Marines are essential for Jungle fighting in the resource rich Central African region, if Italy so chooses. A Paratrooper division can help since Italy starts with a Transport Aircraft, and can have limited use.

Generally, Italy does not have the resources (or more importantly: the TC) for tank building. A few limited Motorized Infantry units with SP-ART, followed by Mechanized units, can be beneficial. Cavalry with AC is also helpful for fast operations, and does not consume as much TC. Cavalry is specifically helpful when attacking Southern USSR, and taking vast tracks of land relatively quickly.

Leaders

As usual, Italy is the weakest of the major powers in this aspect as well. However, they're more than adequate and used properly will work just fine. Army wise, you got about two dozen leaders that will top out at skill levels of 5 or higher. Between Messe, Zingali and Bitossi you should have your armored needs covered, and you got a handful leaders who share both Winter Specialist and Commando traits and make for excellent mountaineer leaders.

Your starting position is terrible, with just Messe and Balbo over skill level 2. The rest of your commanders will need a lot of practice, or you'll be stuck with yet another disadvantage to the other majors.

Navy

In HOI2 DD, the best main battle fleet composition for Italy's limited resources is comprised of CA (Heavy cruisers) with CVL (light carriers) and DD (destroyers). This is an effective combination of good firepower, and a fleet size of 8 CA + 8 DD + 2 CVL can be effective in a fight against the carriers of the Royal Navy. Additionally, this type of fleet moves fast, and is very cheap to build and repair. In HOI2 Armageddon firecontrol brigades for the DD´s are a very nice thing, as you will get very cheap cruizerg fleets, as the FC give 10km additional range when you upgraded them after you researched the Advanced Computing Machine. More about cruizerg fleets can be found here: Surface Action Group . Four firecontrol brigades for the starting BB´s in combination with one of the best leaders you have enables them to destroy many enemy ships very effectively at maximum range, so your own ships don´t take damage. This way, you can also take down the old French and British BB´s.

In addition, Italy will greatly benefit from a wolfpack strategy if it is going to fight any Allied nation (obviously against the USSR this isn't necessary). Build submarines (1938 level) for convoy raiding missions, and you will greatly reduce the fighting ability of Allied troops whereever you engage them. If you choose an African strategy, for example, the British can be fairly easily overrun (it will still take a long time, however) with successful convoy raiding. As South Africa, Free France and Iraq usually deliver supplies to the Brits they may suffer from supply shortage, but in Armageddon it is not really possible to cut the Brits off from supplies totally. With an extensive sub campaign you will be able to sink many, many convoys and that is definitely a nice thing, but you won´t starve the troops in Africa. As Fleet in Being is the worst naval doctrine path for subs be warned that your subs are effective early in the game but will have a very bad time from ´41/´42 on as the Allies will have doctrine advantage and better destroyers by then.

Air Force

Italy does not have the industrial capacity to produce a large air force. It is possible, however, to produce a limited air force to fulfill particular roles. Tactical bombers (TAC) and Naval bombers are very well suited for Italy's theaters of war, and are highly recommended. Interceptors are not as important, and likely beyond Italy's limited resources.

If you plan to play a longer game interceptors or fighters are a must have for Italy, as the Allies will bomb Europe to death from ´41 on if you are defenceless. Enemy naval bombers in the Med are something you probably do not want to tolerate (at least in Armageddon they can become a pain in the a**), so prepare to do something against them.

War

Unlike all other major powers who have very clear adversaries that must be challenged, Italy does not have any direct opponents. This allows an Italian player to choose their own path with a great deal of flexibility. The most essential sphere of warfare for Italy is the Mediterranean Sea, best managed through Gibraltar in the West and Suez in the East. Control of the Mediterranean is vital to the defense of Italy's home shores, and enables Italy free movement throughout Northern Africa, Southern Europe, and the Middle East. Historically, Africa was an important theater of war due to Italian holdings in Libya and Ethiopia, yet involvement in Africa is a questionable strategy in-game.

Italo-Ethiopian War

The game begins with Italy at war with Ethiopia. It is quite easy to direct Italian units straight to the Ethiopian capital, Addis Ababa, and win the war. With Italian units in the capital, the player has two choices for resolving the war:

If you don't mind the gamey-ness, keeping the war with Ethiopia going for a while has numerous benefits. Militia on militia action is excellent training for your commanders, and consumer goods demand will stay low as long as you're at war. Attack with a few militia divisions, and add more as the fight progresses and your troops start to get beat up. A good battle will last a week. You can use your naval bombers on Interdiction missions to get them valuble experience without doing much damage to the ethiopians. All in all, you can get your army a decent experience boost, half a dozen (the good ones) leaders up to skill level 6-7 and another dozen or two a couple levels higher without commiting more than a few weeks of manpower production - and Italy doesn't have the IC to use all that manpower anyway.

Spanish Civil War

On July 18, 1936, the Spanish Civil War will occur. Playing as an Axis nation means the odds are stacked against the Nationalists, who will likely loose. Italy should always send help, via the in-game event, to Nationalist Spain to avoid 5 dissent and an isolationist move. Beyond that event, Italy has three practical choices:

Albanian Occupation

At the end of March, 1939 (following the German invasion of Czechoslovakia) Italy will have the option to give King Zog an ultimatum regarding annexation. While Albania does not offer significant value, it provides Italy a foothold in the Balkans, and a staging point for possible actions in Greece and Yugoslavia. Taking Albania is simple, since it does not produce troops (DD & ARMA).

Early opportunities for war

Italy has several nonaggression pacts with its neighbors, which considerably reduce Italy's opportunity for local war mongering. All these non-aggression pacts, however, will eventually expire:

Fall Weiss

The German invasion of Poland in August 30, 1939 is an important date for Italy, either as an early warning of the wider war soon to come, or as the beginning of open conflict with the Allies due to an early join with the Axis. Italy has several important military objectives:

Sitzkrieg

After the invasion of Poland, Europe goes quiet for quite some time. Italy has a few options during this lull, starting with Yugoslavia. Italy has claims on Yugoslavian territories. Since Yugoslavia has several guarantees of independence, an early declaration of war (before 1939) is risky, and could embroil Italy into WWII with the Allies attacking, or could trigger war from Turkey, Greece, or even Germany. Therefore, war with Yugoslavia should only occur after Fall Weiss, and/or after Italy is prepared to go to war with the Allies. Full annexation of Yugoslavia within three weeks is achievable. With 25 total IC, Italy will gain 5 base IC in normal conditions, or 9 base IC in the event that Albini is the Minister of Security.

If Northern Africa has been successfully secured, a campaign against Southern Africa can be fruitful. No Italian controlled port is within 3000 km of South Africa, and taking Italian troops on ground throughout the length of Africa could easily take years. Thus, an alternate (quite challenging) method is to capture the Diego Garcia Island (from Port Massaua). This port island can take transports within range of Durban. While South Africa is not heavily guarded (SA has extremely low manpower), landing will be difficult.

Strategy

Strategically, Italy has two primary objectives:

An Italy that achieves both objectives can play a significant role in ensuring the Axis rules the world. If either objective fails, Italy is almost certainly doomed.

Mediterranean Control

The most important key to a successful Italy is control of the Mediterranean. The most effective way to control the Mediterranean is through the capture of Gibraltar and Suez, preventing any new allied ships from entering the Mediterranean. With that accomplished, the remaining UK fleet will need to be destroyed, since the French fleet will disappear with the fall of France by Germany.

In HOI2, the most effective way to destroy the Royal Navy is through maintaining air superiority over the Mediterranean and making good use of Naval Bombers. By using Naval Bombers you will slowly whittle down the Royal Navy and after a series of heavy Port Strikes on Gibraltar, Malta and the Egyptian coast, the RN may well be grounded and you will be able to roam freely across the Med.

In DD & ARMA, control of the Mediterranean is more challenging. First, a Northern African campaign that removes all ports, including those in the Middle East, will considerably help. Next, waiting for several months as the Royal Navy runs out of supplies and oil helps greatly amplify Italy's tiny Naval force. Then, Naval bombers will help soften up the Royal Naval. Finally, Italy's starting navy can begin to sink the Royal Navy.

European Strategy

On this path, Italy's warfare focuses almost exclusively on the European theater, putting little, if any, resources into Africa. This could mean early war with Spain, Greece, and Yugoslavia. This path also requires Italian involvement in the war against the Soviet Union, to ensure Germany wins. This can be accomplished by joining German forces on their front lines, or by opening up a new front against the Soviet Union. One way to create a new front is to invade and Annex Turkey, which will provide Italy direct access to the Baku, oil rich region, in addition the the Black Sea. This strategy requires emphasis on land and bomber forces, and will entirely neglect the Navy. Italy's most pressing need when fighting the Soviet Union will be manpower, due to the sheer size of the land and number of Soviet divisions. A quick victory is imperative for the Axis. When manpower has been exhausted, focus on IC intensive units such as the air force. After the defeat of the Soviet Union, a Navy should be built.

African Strategy

Most of Africa is an infrastructure nightmare, meaning that troops will be low on combat efficiency (ESE), TC will be considerably stressed, and moving troops will be extremely slow: moving from one province to the next may take months!

Africa has some strategic value:

An effective Africa strategy can be conducted with the following steps:

Fortress Italy

In this strategy, Italy essentially ignores the rest of the world, refuses to join the Axis or the Allies, and simply fortifies its home lands. This means abandoning Libya for pragmatic reasons.

Securing Italy's beaches is a relatively easy task, although it will require a fair amount of time and effort. Italy has a large number of beaches, which can be quite strongly secured with a three unit stack of: (a) infantry division plus artillery; (b) militia; (c) militia. Make a note of the "crossroads" provinces, ones that border 3 beach provinces. Perugia and Potenza are best. These are the provinces for Italy to store reaction forces: Armoured, motorized, mechanized, calvary, etc. With their speed, use them to rapidly reinforce beach defenders using the "support defense" mission. A Navy is not important since beaches can be more efficiently defended, and no Italian Navy could match the Royal Navy or the USN.

The most vulnerable location for Italy are its land borders. Eventually, the Soviet Union and the Allies will be on those borders, and they may declare war. Therefore, land forts are a necessity along Italy's Northern borders, combined with a strong emphasis on Interceptors.

Italy the Traitor

Italy can join the Allies! Most players would consider this gamey, just as attacking Germany or the USA in 1936, for example, is gamey. In any event, an Italy that joins the Allies, especially in the fall of 1941 when Germany has all forces on the Eastern front, can score an easy victory for Italy.

Roman Strategy

It is possible to get a 20th century Roman Empire. No doubt this is very gamey and ahistorical, but given Italy's numerous handicaps it is also quite a feat to accomplish. At the start of the game, make peace with Ethiopia and forget about them and Somalia for the rest of the game. Your troops will be spread thin enough as it is whithout defending their useless deserts. Start building two factories, and allocate the rest of your IC to reinforcements and upgrades while you shuttle your troops back from Ethiopia. You'll want to build around 10 factories as early as possible - that'll give you the 5th research slot when you annex Spain. Don't cancel the light cruiser that starts in your production queue, it is only 16 days from completion. Change your ministers to maximize IC and manpower bonuses. You will not join the Axis, as it would be a disgrace for the noble Romans to seek any sort of agreement with the Germanic barbarians. Merely sharing common enemies with them will be enough.

Ressearch will be focused on industrial techs at first. The cryptography techs are a must, even if they take forever to ressearch thanks to your bad tech teams. You also want the 1936 manpower techs as early as possible. You want to get to the small arms assembly line ASAP, and that means non-stop ressearch in this field. For your military you will need infantry, mountaineers, militia and cavalry. You'll never have enough TC to support large motorized formations so you might as well not try. Artillery will also be useful (and possibly SP-Art for your cav divs) to augment the strength of your relatively small armies.

Once these essential techs are ressearched far enough down the tree you can do Interceptors and Tac bombers, along with some air and naval doctrines. Just keep in mind that no matter how much effort you put into these, you'll always be a step behind your main opponents. Do not abandon your land doctrine. The infiltration assault path is perfectly suited to the forces you are going to field. Anyways you won't ally with Germany so it won't be possible to get all the blueprints for the spearhead doctrine. The diplomacy sliders should be moved to full hawk first, and then begin to move to full standing army. After that it doesn't matter that much since you'll either have won or lost the game. It will pay off to set the sliders to generate extra money and engage heavily in intelligence activities (to steal blueprints).

Your army should be organized into army corps of Mil/Inf/Inf. Militia is key as it bolsters your ranks significantly and you only have so much manpower to spare. Your navy is obsolete but some of it will be useful in shore bombardment duties. Assemble an 18 ship SAG with your 4 BBI's and 5 CAIII's, plus your 9 best screens. Then put some sort of a transport fleet together with the CAII'S and CLII's as protection, and disband anything that's left over. Submarines can be kept as they can be useful as pickets. Keep your starting air force, as it will be a long time before you can spare the IC to build more.

After your troops are reinforced and upgraded to 1936 infantry, you're ready to invade and annex Spain. This will open up a second front against France - which you will need. Once Spain is yours, you must build up your army as much as possible before the outbreak of WWII. Send some spies into France and build at least as many infantry divisions as they will (you can count your militia as an infantry div. for that purpose).

Guarantee the independence of germany so that when France and the UK declare war on them, you can DOW them without suffering dissent. When the war breaks out, you must beat Germany into France and deny them any conquests there. It really is a race against the clock, because you essentially need to wrap up the war before winter or the German blitzkrieg in the spring of 1940 will deny northern France to the greatness of Rome. Conquering France can be difficult, as they are likely to have a doctrine and cryptography lead on you. In fact the war with France is the most likely point where this strategy will break down. To secure victory you will most certainly need to have an excellent grasp of the combat mechanics and use every advantage you can. Since you're not allied with the german barbarians, Vichy France will not trigger and you'll get to keep it all.

One thing to keep in mind is that if you can find the spare cash to influence them you might be able to bribe the Axis minors into allying with you instead of Germany. This will really turn the tide against Hitler and when the time comes you'll be glad to have them with you instead of against you.

Don't forget to leave some troops in Africa to push the brits back to Suez and also a few divs in Spain to quickly seize Gibraltar. A goal of sealing off the Mediterranean before the new year is reasonable. Once France has fallen, redeploy your troops to Venice and launch an offensive into the Balkans. Again you need to do this before the germans have a chance to try so don't wait any longer than you need. You want to annex Yugoslavia and Greece. If you've gotten to this point, all there is left is Turkey and every province bordering the Med will be green. However you should probably wait until Germany is at war with the Soviet Union before declaring war upon the Turks. Since you'll have sky-high beligerence by then, your DOW might trigger them into attacking you. Common sense dictates that a war against both of these behemoths could only end badly for Rome. If they do declare war, at least they'll also be fighting each other so the situation will be a little more manageable.

Now assuming that you avoided war with Germany and the SU, there is one last nut to crack: Londinium. Before you can safely try this you need to modernize your navy and build a sufficiently strong surface fleet to support the landing, which will likely take years. Look up the German strategy page if you need to know more about invading England. So essentially you're left with a lot of time to kill and a huge empire to pacify so you'll likely need to build lots of garrison divs. You may want to try to take France's overseas territories (so you can annex them) and keep your military on guard in Africa and the Middle-East as a British offensive from Iraq is not completely out of the question. In fact taking Iraq would be a good thing to do to occupy your time as your new navy is being built. Speaking of which - a 30 ship SAG of 13 CA'S, 2 CVL's and 15 DD's (all 1941 models) should be up to the task. If you're lucky you'll have captured some transports from the french ports, but most likely you'll need to build some of those as well.

After England has fallen you will have most of the land that was historically comprised in the Roman Empire. At this point, depending on the strategic situation in Europe, you might want to try to take on Germany. If they're losing on the eastern front (which they most likely will, considering you have denied them almost everything else), it might be possible to blitz into their industrial heartland and cripple them significantly before they have a chance to bring reaction forces back from the East.

There is also the possibility that your conquests confuse the German AI enough that it will never attack the soviets. In that case you need to keep in mind that you will face 150+ divs and that the germans will have a huge doctrine advantage on you until you ressearch the 'infiltration in depth' tech. Assuming everything has gone as planned your army is probably around 100 div strong at this point, so a considerable expansion will be required. Another problem arises from the fact that your army is almost entirely soft and that you have nothing to counter the german armor effectively. Building armor is not an option because TC is already way too overloaded, so the best bet is probably to build some of the otherwise useless AT brigades for your infantry. This will give your army some punch against the panzer divs without adding more TC load. Moreover, infantry divs brigaded with AT will retain full benefits from the infiltration doctrine while armor would not.

Alternatively, although this is beyond gamey, you can edit a saved game and add all your new conquests as national territories (simulating a unified Roman Empire). This will bump your IC into the 300's, quell all dissent, and turn your TC back to a 'green' figure (and you probably haven't seen that since 1938). Now you can safely take on Germany and the SU. At the same time.

Addendum : After some testing, the general strategy was shown to work. In the test game the war with France was nearly disastrous but succeeded in the end. Turkey can be attacked/annexed before 1941 and Germany had almost defeated the Soviet Union when I attacked - and successfuly defeated - it.

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Japan

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Overview

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Japan must expand to thrive. Japan has the second weakest industrial base of all Major powers (better only than Italy), and limited resources. Japan is one of the most challenging, and also the most fun, major power to play because it requires a mastery of land and naval warfare. The need for expansion is not optional, as Japan will drive deep into the mountains of China to the jungles of Indonesia, and if successful far beyond.

Technology

See a complete listing of all Japanese Tech Teams .

Diplomacy

Alliances

Japan begins the game with a puppet state Manchukuo, which is also its first ally. During the invasion of China, Japan will be prompted to create Mengukuko as a new puppet, which is always a good choice. Later in the game, Japan must decide whether or not to join the Axis. Joining the Axis too early is dangerous, as it will embroil Japan in a war against the Allies, and later, the Soviet Union. For these reasons, Japan does not typically join the Axis.

Sliders

Japan receives several free slider moves. Assuming a historical direction, Japan will have 6 hawk moves and 6 interventionism moves by 1939. Since only 2 of each are needed in 1936, both can be safely ignored. Therefore, early slider moves are best towards Central Planning, which will provide immediate IC bonuses. With Central Planning maxxed by 1937, in 1938 slider moves should drive towards Standing Army.

Ministers

Japan begins the game with decent ministers, but fortunately a good pool of alternatives. If Japan will listen to the demands after the 2-2-6 incident, no initial minister changes are worthwhile.

Before the Sino-Japanese war begins in the summer of 1937, minister changes are essentially "free" due to the reduction of dissent the war causes. Changes can include:

Intelligence

Japan will benefit from spying, particularly in stealing blueprints from the USA.

Economy

Trading

Japan has several resource shortages at the beginning of the game, including a deficit of rare materials and metal. In fact, without having Manchukuo as a puppet, Japan would have extreme resource shortages, which accurately reflects Japan's enormous reliance on foreign holdings to support its nascent industry. Japan's best trading partners are, in order:

Industrial Production

Early industrial production for Japan is not wise nor necessary, due to the early war with China. Japan needs to perform all upgrades to ensure all infantry are 1936. Airbase production can be helpful for islands, since airbases lift the fog of war for the adjacent sea province.

Military

Army

For Japan's existing military, some players prefer to remove island based garrisons in order to use them to quell dissent in occupied China. The Japanese military begins the game very heavily brigaded, with a huge amount of anti-aircraft brigades, and some anti-tank brigades. AA brigades will only slowdown mainland China infantry, but can provide some benefit to island garrisons. For military production, Japan will rely heavily almost exclusively on Infantry without brigades and HQ units. Some players may also build Marines, Cavalry and Mountaineers for rapid movement in some terrain types. Militia can help bulk out Japan's armies in China, and are very affordable as Japan has lots of manpower to burn but not the best IC. Generally, Japan does not have the TC nor the fuel necessary for a serious motorized army until later in the game. After a summer of upgrades, Japan can build a nine-parallel run of infantry, creating around 45 infantry divisions before the war with China.

Navy

Mastery of the seas is vital for Japanese success. As such, the Naval Primer is required reading for a Japanese player, with particular focus on Carrier Task Force . All ships are useful, but carriers, light carriers, destroyers and submarines especially so.

The Japanese starting fleet is arguably the most powerful in the world, with the UK's Royal Navy being a close second. When the starting fleet is properly re-organized into a CTF and SAGs, the Japanese Navy is a formidable force. The main limitation of the older naval models is limited range, but these are still very useful for local defensive missions, particularly sub hunting. The entire starting fleet -- 97 vessels in total -- require 6.3 IC dedicated to supplies. A simple reorganization will create two SAG fleets (30 vessels each); two transport fleets (10 vessels each); a sub fleet (6 vessels); and a CTF fleet (3 carriers). The CTF, with a 3000 km range, is best accompanied by modern destroyers.

Despite its early dominance, Japan will need to dedicate considerable time and effort to its Navy, with a strong focus on carriers. No less than two parallel carrier builds should begin no later than 1938. Extra transports and convoy vessels are also particularly helpful.

Air Force

The vast distances and varied terrain over which Japan can expect combat make air power a good investment. The mountains and low infrastructure of China translate into long, ORG-sapping marches for your infantry, which means that anything you can do to ORG losses in combat is important. Bombers can keep Nationalist forces at low ORG, making for easy victories and a faster conquest of China. In the Pacific, the huge distances between island fortresses and both sides' dependence upon sea transport and supply means that careful use of aircraft give you freedom of movement and deny it to your enemies. However, Japan's relatively low IC means that fewer aircraft can be built and maintained. This forces Japan to concentrate on fewer types of aircraft than its primary opponent, the United States.

Japan starts with TAC, INT, and NAV. INT are less useful in the Pacific, due to their shorter range, but can still perform well, especially if you focus on Asia and Africa or even Europe rather than the US. As for bombers, Japan need only focus on TAC and NAV, though CAS can be great. STR are pointless in Asia, since IC is spread thin, and would only be useful against the USA after capturing Hawaii. Their high IC cost means that they will provide very little bang for their buck. TAC and NAV should be your highest aircraft priority. They benefit from the same doctrines and TAC is versatile enough to reduce ORG of land units and inflict some damage on ships. NAV is really a no-brainer for Japan.

Due to Japan's lack of IC, you might be tempted to skimp on ESC for your TAC and NAV. Don't. A couple of bad rounds of combat can end up costing more IC and time than it would have taken to build them in the first place.

Events

The 2-2-6 Incident

This event occurs on February 25, 1936:

For a normal game, listening to demands is a far more powerful choice, though as the game progresses a subsequent series of coups will cause Japan to alternate between Fascist and Paternal Autocrat regardless of the choice made here.

Anti-Comintern Pact

Beginning in January, 1937, Germany will likely seek agreement in the anti-comintern pact. If it does, Japan has the following options:

Marco Polo Bridge Incident

This event is among the most important events for Japan, as it signals the beginning of the Sino-Japanese war. The event may fire anytime between June 1, 1937 and August 29, 1937.

Panay Incident

After the Nanjing Massacre, the Japanese attack US vessels:

Capture of Automedon

This event will occur sometime in 1940:

The Fate of China

After a Japanese victory against China, Japan has three options:

There is a way you can choose both of the first two options. Click "Carve up the Chinese mainlands" when you get the event, then go to the diplomacy tab where you can create Nationalist China as a puppet. Interestingly, even though it's a puppet, Nationalist China will still annex the warlords if the latter lose enough provinces in a subsequent war. You can also use the diplomacy tab to create puppets if you chose "total occupation". Be sure to create Yunnan and Guanxi clique before you create Nationalist China. You won't be able to create Shanxi this way if you earlier created Northern China.

Changfukeng Incident

This will occur between July 15, 1938 and September 20, 1938. The player does not have a choice about the effects, which are: loose 3 manpower, loose 500 supplies, move 1 hawk.

Tri-Partitate Pact

Beginning January, 1939, Germany will likely seek agreement in the Tri-Partiate Pact. This is a meaningless agreement in game terms. If Germany offers the pact, Japan has the following options:

Nomonhan Incident

This will occur between May 11, 1939 and September 20, 1939.

Colonies of Vichy France

After Germany defeats France and creates Vichy, this event will fire (usually around June 26, 1941).

Pearl Harbor

As soon as the war against the USA starts you can choose to carry out the Surprise attack against Pearl Harbor or not.

If you do so you get

From now on there is a 10% chance every two months that the enemy recovers.

If Japan carries out the surprise attack the USA get

So the benefit for Japan is relatively small, the benefit for the USA is huge. So consider carefully which option you choose, only a very fast moving and very aggressive Japan will find that the bonus may outweigh the bonus for the USA. It is, however, gamey to "cancel the operation" when at war with the USA.

Japan pressures Siam

After the war with the Allies begins, this event will occur:

Siam aligns with Japan

In Armageddon this event fires as soon as Japan and Siam are in the same alliance, no matter how that happened:

War

Japan's militaristic expansion is the most complicated to manage of any other nation in the game. The war with China is fairly structured in terms of game events, and will proceed relatively easily. After a Japanese victory against China, however, Japan will not have any other events that lead into war until Pearl Harbor at the end of 1941.

Sino-Japan War

China has large tracts of land with low infrastructure and difficult terrain, so victory will not be swift: defeating China in one year is a good goal. All available forces can be dedicated to the war effort since Japan has complete naval supremacy over its neighbors: no invasion of the home islands, for example, is possible. Japan begins the game with three HQ units which is a reasonable amount to have for a successful Chinese campaign.

Japan's strategy during the war is to drive to complete annexation, and this can be achieved generally through force overruns, since the Japanese infantry and land doctrines are more advanced. Additionally, Japan can benefit from amphibious landings to split the Chinese force. Note that attacking the warlords (with the obvious exception of Shanxi) is not necessary and best avoided, since after the defeat of Japan they will capitulate. Otherwise, attacking a warlord means their nation and army will be annexed by Nationalist China after they've lost a few provinces. Communist China is not a typical warlord, and does not always join the war against Japan, but if it has it will be a thorn in Japan's side. The Communists have very defensible terrain due to land forts, mountainous terrain, and rivers. A containment strategy is effective -- dealing with them only after Nationalist China has been defeated.

Partisans

During your advance (and later, occupation) partisans will prove to be a very annoying menace. This is especially true in HoI2 and Doomsday, but not in Armageddon. Partisans reduce your transport capacity and will likely spark random province revolts. Since Japan starts the game with 31 garrisons, a good portion of these can be redeployed to reduce the partisan rating of occupied provinces. Each garrison exerts influence not only in the province where it is stationed, but in adjacent provinces as well. Therefore it's not necessary to have a garrison in each province, and many players use a checker board pattern. Mountaineers are the best weapon in dealing with revolts, since the vast majority of China is mountainous.

Puppets

In ARMA there are two puppets you can create DURING THE WAR. Northern China and China-Nanking. If you created Northern China during the war and then choose "Carve up the Chinese Mainland" in "The Fate of China" Shanxi will only consist of Anyang, and in some instances Changde.

Japanese-Soviet War

Historically Japan had several skirmishes with the Soviets which eventually led to Japan attempting to increase its borders by a few kilometers into Mongolia. The game models these essentially tactical level battles via events in 1938 and 1939. The Nomonhan Incident event will allow the player to declare war on the USSR. If Japan attempts to take on the Soviet Union in 1939, it will be an uphill battle. Japan will at best acheive a stalemate or some few gains in Siberia until the Germans attack; when they do, Soviet is likely doomed.

Some players suggest attacking the USSR immediately after Germany's Barbarrossa. This would allow Japan a fairly easy battle against the Soviet Union, especially by attacking through Sinkiang. This soft underbelly of the USSR will have vast amounts of resources and industry in a relatively short distance. Due to this extreme Soviet weaknesses, most players view this as a gamey strategy. You can also get around a non-aggression treaty by declaring war on one of that country's allies.

You can get around the Non-Aggression treaty from Nomahan by declaring war on Mongolia or Tannu Tuva. You'll get a notice saying the Soviet Union has broken the non-aggression pact.

Pacific War

Planning the war against the Allies is incredibly complex, far more than the planning required for any other nation. Specifically, Japan must develop distinct plans for:

A veteran HoI2 player can achieve all these objectives as Japan in less than 6 months. In fact, the key to such sweeping success is extremely rapid movement, as giving the enemy time to recover, especially the USA, will lead to disastrous results. Historically, Japan understood that while Malaysia and Indonesia were its main targets, the USA would ultimately interfere with its expansionism. For this reason, Japan's first most important target are the US Pacific Islands followed by the Philippines.

At least one major naval battle will occur, likely early in the war. The British fleet is no concern, but the US Navy will have a fairly powerful fleet. It is very important to engage relatively early (before the USA begins massive carrier building programs), and ensure enough carriers are in the battle. Typically, an eight carrier engagement (two 12 CTF fleets, for example) with 1941 CAG upgrades are sufficient. With advanced naval doctrines and upgraded CAGs, the US Navy will suffer a devastating blow. So long as at least one US carrier remains in the battle, Japanese carriers will continue sinking US ships beyond firing range.

Pacific Islands, Malaysia, the Philippines, Indonesia, Burma and India all cause zero dissent when captured. This makes it possible for Japanese TC to remain green despite tremendous expansion of the empire. Australia, however, has very high dissent when territories are taken, and garrisons are essential for quelling future revolts. Due to the horrible landscape and infrastructure, try to capture provinces using troops from transports. Even after troops make landfall, instead of moving them on the ground, load them back onto transports to take the next territory. It is not necessary to take every province when attacking the Netherlands, Philippines, and Australia: focus on the VP provinces for annexation.

Beyond the Pacific

After a complete conquest of the Pacific Theater, what will Japan do? Japan has three distinct options:

Defensive Strategy

An effective defense relies on a good offense. Japan can take all islands in the Pacific and garrison them. Some islands, such as the Aleutian Islands in the North and Christmas Island in the South, can be a good place to build naval bases. A naval base on Christmas island can later be used to capture Panama, and make US naval travel a little more difficult. Airbases are also very useful, since they lift the fog of war for adjacent sea provinces, so massive airbase building and deployment to islands is helpful. Moreover, airbases provide a staging ground for naval bombers.

Soviet Far East Strategy

A good attack on the USSR needs a lot of cavalry or motorized infantry to quickly grab VP provinces before they can respond.

US Mainland Strategy

Gaming the System

Considerable abuse of the AI and game system (e.g. "gamey tactics") are possible. Almost all gamey tactics are completely ahistorical and unrealistic, and many players consider them cheating. For example, a puppet Nationalist China is extremely powerful, producing hordes of infantry. Even Communist China can be made into a puppet through a peace deal, giving Japan access to excellent commanders and a relatively advanced army of infantry and mountaineers.

Colonies

Persio-Japan War

The year is 1936, we're in August and Persia is the key toward the world. Declaring war will be easy because most nations ignore the Persians. Landing in Persia is easy because they don't idolize a navy and can't stand up toward your mighty armada of death. you will need about 5 infantry units and 7 militias. once conquering Persia you will have entries into the middle east, Soviet union, Afghanistan, and India. Build up all troops into Persia and create garrison borders around you colony.

Congo-Japan War

After Persian Victory, you are at war at china. play correctly and you will win by 1938. This gives you 3 years until the next major war. During this period, Japan is having a peaceful year. We can change this. Quickly declare war on Belgium and land in there colonies. They never bother to defend them. After your conquest of colonies, build up units and hit the main land. Taking Belgium will give you a french entry point. More importantly, Ireland.

Ireo-Japan War

With your colonies, you are in the early 1939 period. Declare war on Ireland because they are weakly defended. land in the ireland with 2 Tanks and 1 infantry. Push them away from Dublin and move them west. soon Ireland is beaten and you have a great colonized empire.

Advantages

Now you can attack France from Brest, North east France and all of western Africa. Once you conquer France, you should offer an Axis alliance so you can create the massive mega power.

United Front Against Soviet Aggression

In some circumstances Japan can form an alliance with Sinkiang . If Japan declares war on the Soviet Union while it's allied with Sinkiang--and it's not yet at war with Nationalist China and Communist China --the others will often side with Japan and Sinkiang because of an event they receive. If Nationalist China went Fascist at the Xian Incident, it will revert to Paternal Autocrat when it joins this United Front. Sinkiang will often formally change its alliance from Japan to China, which means it's likely to get annexed during the war, as is Xibei San Ma .

Further strategy guides

Japan Conquering the world - in Very Hard difficulty level

Japan Conquering the world - in Very Hard difficulty level

The conquest of the USA

Have you noticed that poor USA has just 4+1 non-garrison divisions at 1936, while Japan has more than 40? This means that you can gain about 100 IC within a year.

Simply carry all your land forces to Kwajalein, and carry out a surprise attack on Hawaii... From there, you can reach San Diego. Don't bother with California: it is a very rough terrain and no IC at all. If you have 2 spare divisions, you can take San Francisco and L. A., but your main aim must be the Eastern Shore. Just take Colon (2,500 kms from San Diego). Here there is a slight chance you may lose some precious ships (the most severe blow being the possible loss of some full transports) - probably during the whole campaign, you will have to save the most now.

From Colon, it's just 2 small jumps to New York. By the time you reach New York, your navy must have defeated US Navy several times (just stay together with your main force, and use your 2 Naval Bombers). From there, conquering the US is quite easy, just have some 6-10 divisions in reserve for the time when USA deploys some 3-6 militias and infantry. By 1937 summer, you can annex the USA.

Next step: America

This is an easy task: just follow the coast, and use your navy wisely. You will conquer America (except Canada ) by the end of 1938.

A tough fight: China

When the Marco Polo bridge incident triggers, choose fight. That 1 Interventionism level worths the loss of Manchukuo and Korea . As soon as you have researched Armor type III, build as much as you can. With your victorious army, and your newly deployed >10 Armor divisions, you can defeat the Chinese by around early 1941.

Allies or Comintern

Now you must make a severe decision: either attack the Allies or Soviet Union. When I first tried this strategy, it was mid-1942 when I finished with China, and first I attacked SU to help the Germans. But it was a long fight, and after all, the Germans took the fruit in the shape of Moscow...

Attacking the allies

This is an easy task, just don't rush for England, for it is filled with divisions now. Instead, initiate operations in India and in the Middle East. There you can destroy the major part of UK army, and easily annex UK.

Germany - or the Soviet Union

Here comes the biggest fight: if the Soviet Union conquered Germany, she must have more than 600 divisions by now. Not a big problem though, for by this time you must have about 50-70 armored divisions, and with the oil resources of the whole world to call on, you can beat them. Just use your superior navy, and encircle as many divisions as you can. After the fall of the Soviet Union, nothing stands between you - and a whole nice yellow world map!

Japan Tech Team List

This is a list of tech teams for Japan as of HoI 2 version 1.1. The specialty abbreviations are listed at the bottom of this document.

JAP - Japan
Team # Team Name Picture # Skill Start Year End Year Specialties
1900 Aichi T1900 7 1930 1970 AER ELE TEC
1901 Hino Automobile T1901 5 1930 1970 MCH ART ELE
1902 Kawasaki Heavy Industry T1902 8 1930 1970 NVE IND AER MCH MGT
1903 Kure Naval Yard T1903 7 1930 1970 NVE ELE NVA TEC
1904 Mitsubishi Hikoki T1904 7 1930 1970 AER CHE TEC
1905 Mitsubishi Jukogyo T1905 6 1930 1970 IND EQP MGT MCH
1906 Mitsubishi Zousensho T1906 7 1930 1970 NVE NVA TEC
1907 Mitsui T1907 7 1930 1970 ELE CHE EQP IND NVE
1908 Nakajima T1908 7 1930 1970 AER TEC ART
1909 Nissan T1909 6 1930 1970 ELE CHE MCH TRA TEC
1910 Sumimoto T1910 6 1930 1970 ELE CHE EQP IND
1911 Teiji Takagi T1911 6 1930 1970 MTH
1912 Tokyo Arsenal T1912 6 1930 1970 ELE ART TRA EQP
1913 Yoshio Nishina T1913 4 1930 1970 PHY MTH CHE NUC
1914 Hideki Tojo T1914 5 1930 1970 LGT CRG CEX AIR BOM
1915 Hisaichi Terauchi T1915 6 1930 1970 LGT CAF TRA CRG
1916 Isoruko Yamamoto T1916 9 1930 1970 LTF CEX CAR NVT SEA
1917 Osami Nagano T1917 4 1930 1970 NVT LTF CEX
1918 Shunroku Hata T1918 6 1930 1970 BOM CEX PIL AIR
1919 Tomoyoki Yamashita T1919 7 1930 1970 SMT CEX CAF AIR BOM
Specialty Key
ICON SPECIALTY
AER aeronautics
AIR aircraft_testing
ART artillery
BOM bomber_tactics
CAF combined_arms_focus
CAR carrier_tactics
CEX centralized_execution
CHE chemistry
CRG individual_courage
DEX decentralized_execution
ELE electronics
EQP general_equipment
FTR fighter_tactics
IND industrial_engineering
INF infantry_focus
LGT large_unit_tactics
LTF large_taskforce_tactics
MCH mechanics
MGT management
MTH mathematics
NUC nuclear_engineering
NVA naval_artillery
NVE naval_engineering
NVT naval_training
PHY nuclear_physics
PIL piloting
RKT rocketry
SEA seamanship
SMT small_unit_tactics
STF small_taskforce_tactics
SUB submarine_tactics
TEC technical_efficiency
TRA training

Japan

File:Jap-topbar.JPG

Overview

Template:Anthology

Japan must expand to thrive. Japan has the second weakest industrial base of all Major powers (better only than Italy), and limited resources. Japan is one of the most challenging, and also the most fun, major power to play because it requires a mastery of land and naval warfare. The need for expansion is not optional, as Japan will drive deep into the mountains of China to the jungles of Indonesia, and if successful far beyond.

Technology

See a complete listing of all Japanese Tech Teams .

Diplomacy

Alliances

Japan begins the game with a puppet state Manchukuo, which is also its first ally. During the invasion of China, Japan will be prompted to create Mengukuko as a new puppet, which is always a good choice. Later in the game, Japan must decide whether or not to join the Axis. Joining the Axis too early is dangerous, as it will embroil Japan in a war against the Allies, and later, the Soviet Union. For these reasons, Japan does not typically join the Axis.

Sliders

Japan receives several free slider moves. Assuming a historical direction, Japan will have 6 hawk moves and 6 interventionism moves by 1939. Since only 2 of each are needed in 1936, both can be safely ignored. Therefore, early slider moves are best towards Central Planning, which will provide immediate IC bonuses. With Central Planning maxxed by 1937, in 1938 slider moves should drive towards Standing Army.

Ministers

Japan begins the game with decent ministers, but fortunately a good pool of alternatives. If Japan will listen to the demands after the 2-2-6 incident, no initial minister changes are worthwhile.

Before the Sino-Japanese war begins in the summer of 1937, minister changes are essentially "free" due to the reduction of dissent the war causes. Changes can include:

Intelligence

Japan will benefit from spying, particularly in stealing blueprints from the USA.

Economy

Trading

Japan has several resource shortages at the beginning of the game, including a deficit of rare materials and metal. In fact, without having Manchukuo as a puppet, Japan would have extreme resource shortages, which accurately reflects Japan's enormous reliance on foreign holdings to support its nascent industry. Japan's best trading partners are, in order:

Industrial Production

Early industrial production for Japan is not wise nor necessary, due to the early war with China. Japan needs to perform all upgrades to ensure all infantry are 1936. Airbase production can be helpful for islands, since airbases lift the fog of war for the adjacent sea province.

Military

Army

For Japan's existing military, some players prefer to remove island based garrisons in order to use them to quell dissent in occupied China. The Japanese military begins the game very heavily brigaded, with a huge amount of anti-aircraft brigades, and some anti-tank brigades. AA brigades will only slowdown mainland China infantry, but can provide some benefit to island garrisons. For military production, Japan will rely heavily almost exclusively on Infantry without brigades and HQ units. Some players may also build Marines, Cavalry and Mountaineers for rapid movement in some terrain types. Militia can help bulk out Japan's armies in China, and are very affordable as Japan has lots of manpower to burn but not the best IC. Generally, Japan does not have the TC nor the fuel necessary for a serious motorized army until later in the game. After a summer of upgrades, Japan can build a nine-parallel run of infantry, creating around 45 infantry divisions before the war with China.

Navy

Mastery of the seas is vital for Japanese success. As such, the Naval Primer is required reading for a Japanese player, with particular focus on Carrier Task Force . All ships are useful, but carriers, light carriers, destroyers and submarines especially so.

The Japanese starting fleet is arguably the most powerful in the world, with the UK's Royal Navy being a close second. When the starting fleet is properly re-organized into a CTF and SAGs, the Japanese Navy is a formidable force. The main limitation of the older naval models is limited range, but these are still very useful for local defensive missions, particularly sub hunting. The entire starting fleet -- 97 vessels in total -- require 6.3 IC dedicated to supplies. A simple reorganization will create two SAG fleets (30 vessels each); two transport fleets (10 vessels each); a sub fleet (6 vessels); and a CTF fleet (3 carriers). The CTF, with a 3000 km range, is best accompanied by modern destroyers.

Despite its early dominance, Japan will need to dedicate considerable time and effort to its Navy, with a strong focus on carriers. No less than two parallel carrier builds should begin no later than 1938. Extra transports and convoy vessels are also particularly helpful.

Air Force

The vast distances and varied terrain over which Japan can expect combat make air power a good investment. The mountains and low infrastructure of China translate into long, ORG-sapping marches for your infantry, which means that anything you can do to ORG losses in combat is important. Bombers can keep Nationalist forces at low ORG, making for easy victories and a faster conquest of China. In the Pacific, the huge distances between island fortresses and both sides' dependence upon sea transport and supply means that careful use of aircraft give you freedom of movement and deny it to your enemies. However, Japan's relatively low IC means that fewer aircraft can be built and maintained. This forces Japan to concentrate on fewer types of aircraft than its primary opponent, the United States.

Japan starts with TAC, INT, and NAV. INT are less useful in the Pacific, due to their shorter range, but can still perform well, especially if you focus on Asia and Africa or even Europe rather than the US. As for bombers, Japan need only focus on TAC and NAV, though CAS can be great. STR are pointless in Asia, since IC is spread thin, and would only be useful against the USA after capturing Hawaii. Their high IC cost means that they will provide very little bang for their buck. TAC and NAV should be your highest aircraft priority. They benefit from the same doctrines and TAC is versatile enough to reduce ORG of land units and inflict some damage on ships. NAV is really a no-brainer for Japan.

Due to Japan's lack of IC, you might be tempted to skimp on ESC for your TAC and NAV. Don't. A couple of bad rounds of combat can end up costing more IC and time than it would have taken to build them in the first place.

Events

The 2-2-6 Incident

This event occurs on February 25, 1936:

For a normal game, listening to demands is a far more powerful choice, though as the game progresses a subsequent series of coups will cause Japan to alternate between Fascist and Paternal Autocrat regardless of the choice made here.

Anti-Comintern Pact

Beginning in January, 1937, Germany will likely seek agreement in the anti-comintern pact. If it does, Japan has the following options:

Marco Polo Bridge Incident

This event is among the most important events for Japan, as it signals the beginning of the Sino-Japanese war. The event may fire anytime between June 1, 1937 and August 29, 1937.

Panay Incident

After the Nanjing Massacre, the Japanese attack US vessels:

Capture of Automedon

This event will occur sometime in 1940:

The Fate of China

After a Japanese victory against China, Japan has three options:

There is a way you can choose both of the first two options. Click "Carve up the Chinese mainlands" when you get the event, then go to the diplomacy tab where you can create Nationalist China as a puppet. Interestingly, even though it's a puppet, Nationalist China will still annex the warlords if the latter lose enough provinces in a subsequent war. You can also use the diplomacy tab to create puppets if you chose "total occupation". Be sure to create Yunnan and Guanxi clique before you create Nationalist China. You won't be able to create Shanxi this way if you earlier created Northern China.

Changfukeng Incident

This will occur between July 15, 1938 and September 20, 1938. The player does not have a choice about the effects, which are: loose 3 manpower, loose 500 supplies, move 1 hawk.

Tri-Partitate Pact

Beginning January, 1939, Germany will likely seek agreement in the Tri-Partiate Pact. This is a meaningless agreement in game terms. If Germany offers the pact, Japan has the following options:

Nomonhan Incident

This will occur between May 11, 1939 and September 20, 1939.

Colonies of Vichy France

After Germany defeats France and creates Vichy, this event will fire (usually around June 26, 1941).

Pearl Harbor

As soon as the war against the USA starts you can choose to carry out the Surprise attack against Pearl Harbor or not.

If you do so you get

From now on there is a 10% chance every two months that the enemy recovers.

If Japan carries out the surprise attack the USA get

So the benefit for Japan is relatively small, the benefit for the USA is huge. So consider carefully which option you choose, only a very fast moving and very aggressive Japan will find that the bonus may outweigh the bonus for the USA. It is, however, gamey to "cancel the operation" when at war with the USA.

Japan pressures Siam

After the war with the Allies begins, this event will occur:

Siam aligns with Japan

In Armageddon this event fires as soon as Japan and Siam are in the same alliance, no matter how that happened:

War

Japan's militaristic expansion is the most complicated to manage of any other nation in the game. The war with China is fairly structured in terms of game events, and will proceed relatively easily. After a Japanese victory against China, however, Japan will not have any other events that lead into war until Pearl Harbor at the end of 1941.

Sino-Japan War

China has large tracts of land with low infrastructure and difficult terrain, so victory will not be swift: defeating China in one year is a good goal. All available forces can be dedicated to the war effort since Japan has complete naval supremacy over its neighbors: no invasion of the home islands, for example, is possible. Japan begins the game with three HQ units which is a reasonable amount to have for a successful Chinese campaign.

Japan's strategy during the war is to drive to complete annexation, and this can be achieved generally through force overruns, since the Japanese infantry and land doctrines are more advanced. Additionally, Japan can benefit from amphibious landings to split the Chinese force. Note that attacking the warlords (with the obvious exception of Shanxi) is not necessary and best avoided, since after the defeat of Japan they will capitulate. Otherwise, attacking a warlord means their nation and army will be annexed by Nationalist China after they've lost a few provinces. Communist China is not a typical warlord, and does not always join the war against Japan, but if it has it will be a thorn in Japan's side. The Communists have very defensible terrain due to land forts, mountainous terrain, and rivers. A containment strategy is effective -- dealing with them only after Nationalist China has been defeated.

Partisans

During your advance (and later, occupation) partisans will prove to be a very annoying menace. This is especially true in HoI2 and Doomsday, but not in Armageddon. Partisans reduce your transport capacity and will likely spark random province revolts. Since Japan starts the game with 31 garrisons, a good portion of these can be redeployed to reduce the partisan rating of occupied provinces. Each garrison exerts influence not only in the province where it is stationed, but in adjacent provinces as well. Therefore it's not necessary to have a garrison in each province, and many players use a checker board pattern. Mountaineers are the best weapon in dealing with revolts, since the vast majority of China is mountainous.

Puppets

In ARMA there are two puppets you can create DURING THE WAR. Northern China and China-Nanking. If you created Northern China during the war and then choose "Carve up the Chinese Mainland" in "The Fate of China" Shanxi will only consist of Anyang, and in some instances Changde.

Japanese-Soviet War

Historically Japan had several skirmishes with the Soviets which eventually led to Japan attempting to increase its borders by a few kilometers into Mongolia. The game models these essentially tactical level battles via events in 1938 and 1939. The Nomonhan Incident event will allow the player to declare war on the USSR. If Japan attempts to take on the Soviet Union in 1939, it will be an uphill battle. Japan will at best acheive a stalemate or some few gains in Siberia until the Germans attack; when they do, Soviet is likely doomed.

Some players suggest attacking the USSR immediately after Germany's Barbarrossa. This would allow Japan a fairly easy battle against the Soviet Union, especially by attacking through Sinkiang. This soft underbelly of the USSR will have vast amounts of resources and industry in a relatively short distance. Due to this extreme Soviet weaknesses, most players view this as a gamey strategy. You can also get around a non-aggression treaty by declaring war on one of that country's allies.

You can get around the Non-Aggression treaty from Nomahan by declaring war on Mongolia or Tannu Tuva. You'll get a notice saying the Soviet Union has broken the non-aggression pact.

Pacific War

Planning the war against the Allies is incredibly complex, far more than the planning required for any other nation. Specifically, Japan must develop distinct plans for:

A veteran HoI2 player can achieve all these objectives as Japan in less than 6 months. In fact, the key to such sweeping success is extremely rapid movement, as giving the enemy time to recover, especially the USA, will lead to disastrous results. Historically, Japan understood that while Malaysia and Indonesia were its main targets, the USA would ultimately interfere with its expansionism. For this reason, Japan's first most important target are the US Pacific Islands followed by the Philippines.

At least one major naval battle will occur, likely early in the war. The British fleet is no concern, but the US Navy will have a fairly powerful fleet. It is very important to engage relatively early (before the USA begins massive carrier building programs), and ensure enough carriers are in the battle. Typically, an eight carrier engagement (two 12 CTF fleets, for example) with 1941 CAG upgrades are sufficient. With advanced naval doctrines and upgraded CAGs, the US Navy will suffer a devastating blow. So long as at least one US carrier remains in the battle, Japanese carriers will continue sinking US ships beyond firing range.

Pacific Islands, Malaysia, the Philippines, Indonesia, Burma and India all cause zero dissent when captured. This makes it possible for Japanese TC to remain green despite tremendous expansion of the empire. Australia, however, has very high dissent when territories are taken, and garrisons are essential for quelling future revolts. Due to the horrible landscape and infrastructure, try to capture provinces using troops from transports. Even after troops make landfall, instead of moving them on the ground, load them back onto transports to take the next territory. It is not necessary to take every province when attacking the Netherlands, Philippines, and Australia: focus on the VP provinces for annexation.

Beyond the Pacific

After a complete conquest of the Pacific Theater, what will Japan do? Japan has three distinct options:

Defensive Strategy

An effective defense relies on a good offense. Japan can take all islands in the Pacific and garrison them. Some islands, such as the Aleutian Islands in the North and Christmas Island in the South, can be a good place to build naval bases. A naval base on Christmas island can later be used to capture Panama, and make US naval travel a little more difficult. Airbases are also very useful, since they lift the fog of war for adjacent sea provinces, so massive airbase building and deployment to islands is helpful. Moreover, airbases provide a staging ground for naval bombers.

Soviet Far East Strategy

A good attack on the USSR needs a lot of cavalry or motorized infantry to quickly grab VP provinces before they can respond.

US Mainland Strategy

Gaming the System

Considerable abuse of the AI and game system (e.g. "gamey tactics") are possible. Almost all gamey tactics are completely ahistorical and unrealistic, and many players consider them cheating. For example, a puppet Nationalist China is extremely powerful, producing hordes of infantry. Even Communist China can be made into a puppet through a peace deal, giving Japan access to excellent commanders and a relatively advanced army of infantry and mountaineers.

Colonies

Persio-Japan War

The year is 1936, we're in August and Persia is the key toward the world. Declaring war will be easy because most nations ignore the Persians. Landing in Persia is easy because they don't idolize a navy and can't stand up toward your mighty armada of death. you will need about 5 infantry units and 7 militias. once conquering Persia you will have entries into the middle east, Soviet union, Afghanistan, and India. Build up all troops into Persia and create garrison borders around you colony.

Congo-Japan War

After Persian Victory, you are at war at china. play correctly and you will win by 1938. This gives you 3 years until the next major war. During this period, Japan is having a peaceful year. We can change this. Quickly declare war on Belgium and land in there colonies. They never bother to defend them. After your conquest of colonies, build up units and hit the main land. Taking Belgium will give you a french entry point. More importantly, Ireland.

Ireo-Japan War

With your colonies, you are in the early 1939 period. Declare war on Ireland because they are weakly defended. land in the ireland with 2 Tanks and 1 infantry. Push them away from Dublin and move them west. soon Ireland is beaten and you have a great colonized empire.

Advantages

Now you can attack France from Brest, North east France and all of western Africa. Once you conquer France, you should offer an Axis alliance so you can create the massive mega power.

United Front Against Soviet Aggression

In some circumstances Japan can form an alliance with Sinkiang . If Japan declares war on the Soviet Union while it's allied with Sinkiang--and it's not yet at war with Nationalist China and Communist China --the others will often side with Japan and Sinkiang because of an event they receive. If Nationalist China went Fascist at the Xian Incident, it will revert to Paternal Autocrat when it joins this United Front. Sinkiang will often formally change its alliance from Japan to China, which means it's likely to get annexed during the war, as is Xibei San Ma .

Further strategy guides

Japanese Graphic Pack

The primary aim of this graphic pack was to provide a player with refurbished or totally new graphics for Japanese unit models, techteams, photos of leaders and ministers. Since version 0.8 Chinese leaders and ministers were included as well. As an extra, propaganda posters for major nations are added.

Japanese Graphic Pack contains:

full coverage of land troops: Infantry, Marines, Mountaineers, Paratroopers, Militia, Garrison, HQ, Motorized Infantry, Mechanized Infantry, Cavalry, Armour, Light Armour, Medium Armour

full coverage of capital ships: CV, CVL, BB, BC, CA

full coverage of airplanes


Japan Tech Team List

This is a list of tech teams for Japan as of HoI 2 version 1.1. The specialty abbreviations are listed at the bottom of this document.

JAP - Japan
Team # Team Name Picture # Skill Start Year End Year Specialties
1900 Aichi T1900 7 1930 1970 AER ELE TEC
1901 Hino Automobile T1901 5 1930 1970 MCH ART ELE
1902 Kawasaki Heavy Industry T1902 8 1930 1970 NVE IND AER MCH MGT
1903 Kure Naval Yard T1903 7 1930 1970 NVE ELE NVA TEC
1904 Mitsubishi Hikoki T1904 7 1930 1970 AER CHE TEC
1905 Mitsubishi Jukogyo T1905 6 1930 1970 IND EQP MGT MCH
1906 Mitsubishi Zousensho T1906 7 1930 1970 NVE NVA TEC
1907 Mitsui T1907 7 1930 1970 ELE CHE EQP IND NVE
1908 Nakajima T1908 7 1930 1970 AER TEC ART
1909 Nissan T1909 6 1930 1970 ELE CHE MCH TRA TEC
1910 Sumimoto T1910 6 1930 1970 ELE CHE EQP IND
1911 Teiji Takagi T1911 6 1930 1970 MTH
1912 Tokyo Arsenal T1912 6 1930 1970 ELE ART TRA EQP
1913 Yoshio Nishina T1913 4 1930 1970 PHY MTH CHE NUC
1914 Hideki Tojo T1914 5 1930 1970 LGT CRG CEX AIR BOM
1915 Hisaichi Terauchi T1915 6 1930 1970 LGT CAF TRA CRG
1916 Isoruko Yamamoto T1916 9 1930 1970 LTF CEX CAR NVT SEA
1917 Osami Nagano T1917 4 1930 1970 NVT LTF CEX
1918 Shunroku Hata T1918 6 1930 1970 BOM CEX PIL AIR
1919 Tomoyoki Yamashita T1919 7 1930 1970 SMT CEX CAF AIR BOM
Specialty Key
ICON SPECIALTY
AER aeronautics
AIR aircraft_testing
ART artillery
BOM bomber_tactics
CAF combined_arms_focus
CAR carrier_tactics
CEX centralized_execution
CHE chemistry
CRG individual_courage
DEX decentralized_execution
ELE electronics
EQP general_equipment
FTR fighter_tactics
IND industrial_engineering
INF infantry_focus
LGT large_unit_tactics
LTF large_taskforce_tactics
MCH mechanics
MGT management
MTH mathematics
NUC nuclear_engineering
NVA naval_artillery
NVE naval_engineering
NVT naval_training
PHY nuclear_physics
PIL piloting
RKT rocketry
SEA seamanship
SMT small_unit_tactics
STF small_taskforce_tactics
SUB submarine_tactics
TEC technical_efficiency
TRA training

Kaiserreich

Introduction

Kaiserrech: Legacy of the Weltkrieg is an Ahistorical Modification to Hearts of Iron II: Doomsday and Armageddon that asks the question: "What if the Germans had won WWI?" The scenario starts in 1936, but there will also be battle scenarios in the next release. The Second American Civil War, the Kazahk-Turkmen War, the Spanish Civil War, The Second Arab Revolt, the Fourth Balkan War, the Austro-Magyar War and The Grand South American War to name a few.

Features

Feature Description
Graphics & Sound GIP , SKIF included.
AI
Technology
Territory Map reflects a victory by the Central Powers in WW1
Events
New Units
Game Mechanics

Knowledge Base

This page contains links to information and research that may be useful to those wishing to mod the game, develop new scenarios and battle scenarios, or are otherwise curious about all things World War 2.

Please refrain from copying information from other sources and creating wiki articles that are not HoI2 specific. Instead, link to that external source. This will avoid cluttering the wiki with non-game related info and potential copyright infringement.

Historical Information and Reference

Historical Data and Statistics

Links to Historical Reference Material

Maps

Air Force Pages




Navy Pages

Army Pages

General World War 2 Information

Economics

General Orders of Battle and Tables of Equipment

Alliance-Specific

Nation-Specific

China


Commonwealth

Canada

South Africa

Croatia


Finland


France

Germany

Greece


Italy

Iran / Persia

Japan

Latin America


Mongolia

Netherlands


Poland

Serbia


Soviet Union

Spain

United Kingdom

United States

Yugoslavia

Theatre-Specific

The September Campaign

The Winter War

Italian Front

PTO Theatre (Pacific Theatre of Operations)

CBI Theatre (China-Burma-India)


Africa

The Balkans

The Atlantic


Battle-Specific

Battle of Arnhem

Battle of Normandy

Battle of Stalingrad

Libraries

Portals

Eventually, the goal will be to take the contents of the portals and integrate them seamlessly into the Knowledge Base.

WW2 Photograph Links

Print Sources

The following material was taken from the CORE Forums, thanks to their permissions. To see the actual page, please register on the CORE Forums and go to the Development -> Sources Thread . Consider it to be a sort of "recommended reading list" for World War II.

Numbers, Predictions and War by T. N. Dupuy
Supplying War by Martin van Creveld
Jane's Fighting Aircraft of World War II
The Bomber Command War Diaries by M Middlebrook and C Everitt
The Penguin History of the Second World War by Peter Calvocoressi, Guy Wint, John Pritchard
Submarines of the Imperial Navy by Dorr Carpenter and Norman Polmar
Japanese Army Handbook by George Forty
The Second World War by J Keegan
Berlin 1945: The Downfall by A Beevor
Stalingrad by Anthony Beevor
Feeding Mars by John A. Lynn
Luftwaffe
Infantry Weapons
Trench Fighting 1914-1918
Defence of Moscow
Bomber Offensive
Battle for Monte Cassino
New Guinea
Siege of Leningrad

World War II World War II: Extra (The Front Pages of WWII News Papers)
Target: Switzerland
Mussolini
Band of Brothers
Uniforms of the Armed Services of World War II
Blood, Tears, and Folly
Romand and World War II
Afghan Foreign Policy on the mid 20th Century
PT-109
The US Army in World War II (1) Pacific
The US Army in World War II (2) The Mediterranean
The US Army in World War II (3) Northwest Europe
Axis Forces in Yugoslavia 1941-45
The French Army (1) 1939-1945
The French Army (2) 1939-1945
Germany's Eastern front Allies (1 - Balkans/Finland) 1941-1945
Germany's Eastern front Allies (2 - Baltic States) 1941-1945
The Polish Army 1939-1945
The Romanian Army of World War II
The Italian Army 1940-1945 (1) Europe 1940-43
The Italian Army 1940-1945 (2) Africa 1940-43
The Italian Army 1940-1945 (3) RIS 1943-1945
Germany's Spanish Volunteers

German Colonial Yearbook 1941

Conway's All of the World's Fighting Ships 1860-1905
Conway's All of the World's Fighting Ships 1906-1921
Conway's All of the World's Fighting Ships 1922-1947
Battleships and Battlecruisers 1905-1970 by Siegfried Breyer
U.S. Battleships by Friedman
U.S. Cruisers by Friedman
Invasion: The Alternate History of the German Invasion of England by Kenneth Macksey
Clash of the Titans by Walter Boyne
Clash of Wings by Walter Boyne
War at Sea by Nathan Miller
The Illustrated Dictionary of Tanks of the World by David Miller
Armored Fighting Vehicles by Phillip Trewhill

"25 Secoli di battaglie navali" ("25 centuries of naval battles")
"Guerra aerea 1939-1945" ("Air war 1939-1945")
"Carri Armati, gli scontri decisivi" ("Tanks, decisive battles")
"Solo Coraggio" ("Courage Alone", History of Regia Areonautica 1940 to 1943)
"WW2, Cronologia illustrata di 2194 giorni di guerra" ("WW2, illustred chronology of 2194 days of war")
"Forze Armate della seconda guerra mondiale" ("Armed Forces of WW2" by Andrew Mollo)

20th Century Time Line (George Beal)
Conway's All the World's Fighting ships 1922-1947
Oxford History of the 20th Century
Europe: A History (Norman Davies)
Knights Cross (David Fraser)
Infantry Attacks (erwin Rommel, ed BH Lidell-Hart)
Rommell papers (ed Liddell-hart)
A Bridge Too Far
The Longest Day
Citizen Soldiers
Hitler's Commanders
Guadalcanal
War, Technology, and Society 1939-1947
Encyclopedia of 20th Century warfare (1989 edition)
Grand Admiral
Luftwaffe
Stilwell and the American Experience in China
A History of the Irish Army
Numerous Osprey titles

The Savage Wars of Peace (Max Boot)
The Dark Valley (Piers Brendon)
The Ninety Days (Thomas N. Carmichael)
The Rape of Nanking (Iris Chang)
History of the Second World War (all volumes) (Winston Churchill)
The German Army 1933-1945 (Matthew Cooper)
Germany 1866-1945 (Gordon Craig)
Politics of the Prussian Army 1640-1945 (Gordon Craig)
Command in War (Martin van Crevald)
Conversations with Stalin (Milovan Djilas)
The Imperial Japanese Navy (Paul S. Dull)
Genius for War (Trevor Dupuy)
Understanding War (Trevor Dupuy)
The Cash Nexus (Niall Ferguson)
Downfall: The End of Imperial Japanese Empire (Richard B. Frank)
History of the 20th Century, Vol. 2 (Martin Gilbert)
The Roots of Appeasement (Martin Gilbert)
History of the German General Staff (Gorlitz)
To Lose a Battle (Alistair Horne)
Modern Times (Paul Johnson)
A History of the American People (Paul Johnson)
The Origins of War (Donald Kagan)
The Hitler of History (John Lukacs)
Wind Over Sand: The Diplomacy of Franklin Delano Roosevelt (Frederick W. Marks III)
War Plan Orange: The U.S. Strategy to Defeat Japan 1897-1945 (Edward Miller)
A War to be Won (Williamson Murray and Allan Millett)
Dynamics of Military Revolution (edited by MacGregor Knox & Williamson Murray)
Military Innovation in the Interwar Period (Williamson Murray and Allan Millett)
The Change in the European Balance of Power 1938-1939 (Williamson Murray)
Why the Allies Won (Richard Overy)
War as I Knew It (George S. Patton)
The Rise and Fall of the Third Reich (William L. Shirer)
The Collapse of the Third Republic (William L. Shirer)
Black Lamb and Grey Falcon (Rebecca West)
The New Meaning of Treason (Rebecca West)
Jane's Fighting Ships of World War 2

Wojna Obronna (Leszek Moczulski)
Kampania 1939 roku (P.P. Wieczorkiewicz)
Generał Sikorski (Jerzy Terlecki)
Polskie eskadry w latach 1918-1939 (Jerzy Pawlak)
Kurier z Warszawy (Jan Nowak-Jeziorański)
Wrzesień 1939 (biblioteka Więzi)
Powstanie warszawskie (Jerzy Kirchmayer)
Katyn' list (Joseph Stalin)
Bez ostatniego rozdziału (Władysław Anders)
Od podwody do czolga (Stanislaw Maczek)
Najkrotsza droga (Stanislaw Sosabowski)
Tablice historyczne (wyd. Adamantan)
Encyklopedia szkolna PWN- historia
Wspomnienia i przyczynki hist. (Jan Rzepecki)
My life (Erich Maria Raeder)
10 years and 20 days (Karl Doenitz)
Zycie niewlasciwie urozmaicone (Kazimierz Leski)
Wachlarz
Jodla
Burza

Berlin the Downfall 1945 - Antony Beevor
Stalingrad - Antony Beevor
From Leningrad to Berlin ( Dutch volunteers in the Waffen SS 1941-1945) - Perry Pierik
Hitler's Killers (The history of the SS) - Guido Knopp
A different view on the battle of Arnhem (The quick German reaction) - Peter Berends
Verdreven och niet verslagen (Driven away but not defeated, book regarding the Dutch navy) - K.W.L. Bezemer
Dutch versions of Ballentine's Illustrated History of WWII:
Okinawa
The Last days Of Berlin
Hitler
The Fall of Singapore
Bombs on Europe
Patton
Fire in the Reichstagg
Allied invasion of Sicilie
London during the Blitz
Operation Torch
Operation Avalanche
Emperor ad Interm
Mountbatten
Jamasjita
MacArthur
Beda Fomm
Monte Cassino
Tanks
Warschau Uprising
Arnhem
Kriegsmarine
The Defence of Moscow
Churchill
Kamikaze
Burma Railroad
Normandy
Zjoekov
Ardennes Battle
Messerschmitt 109
Operation Barbarossa
The drama of the Philipines
Merril's Marauders
Nuremberg Trials
The Siege of Tobruk
German Secret Weapons
Stalin
Holocaust
Montgomery
Eisenhower
Panzer Commander - Hans von Luck
German army 1939 - 1945 (1), The - Nigel Thomas
German combat equipments 1939 - 1945 - Gordon Rottman
Conway's All the World's Fighting ships 1922- 1946
WWII Day by Day - Antony Shaw
Zij vochten op de zeven zeeen (They fought on the seven seas) - K.W.L. Bezemer
Hitler - Hess Conspiracy, The - Martin Allen
Weapons of WWII (1500 weapon systems) - Chris Bishop
Armoured Fighting Vehicles of the World - Christopher F. Foss
Warplanes of the Luftwaffe - David Donald
Fighters of World War II - David Donald
Bombers of World War II - David Donald
Fighting Planes of the World - Eric Sargent
Luftwaffe Airfield Equipment by Joachim Dressel / Manfred Griehl
The Dutch Marines by Bosscher

The Illustrated Directory of Fighters - Prospero Books
The Encyclopedia of Tanks and Armoured Fighting Vehicles - Spellmount Books
The Encyclopedia of Ships - Silverdale Books
The Encyclopedia of World Aircraft - Silverdale Books
Jane's Aircraft of World War II
Jane's Tanks of World War II
The Encyclopedia of of Ships - Prospero Books
Tanks and Armoured Fighting Vehicles of WWII - Silverdale Books
Aircraft of WWII - Silverdale Books
Chronicle of the 20th Century (UK Edition) - Longman-Chronicle
The Second World War in the West - Cassel & Co
The Second World War in the East - Cassel & Co
The First World War - Cassel & Co.
The Gatefold Book of World War II Warplanes - Brown Books

La Batalla del Ebro (The Battle of The Ebro River) - Jorge M. reverte
La Batalla de Madrid (The Battle of Madrid) - Jorge M. Reverte
Maquis: History of the Antifascist Guerrilla - Secundino Serrano
Operation Torch - Vincent Jones
Salerno - David Mason
Afrika Korps - K.J. Macksey
Commando - Peter Young
Inursions - Arthur Swinson
Tobruk - James W. Stock
War in the Pacific - Jerry Scutts
Red Devils in Normandy - Georges Bernage
JANE's Fighting Aircraft of World War II
El Alamein - Jon Latimer
D-Day - Stephen E. Ambrose
Berlin - Anthony Beevor
Stalingrad - Anthony Beevor
Crete - Anthony Beevor
Panzerkampfwagen III Medium Tank - Bryan Perret/Mike Badrocke
Matilda Infantry Tank - David Fletcher/Peter Sarson
Sherman Medium Tank - Steve Zaolga/Peter Sarson
The US Army 1941-1945 - Philip Katcher/Chris Collingwood
The Sherman Tank in British Service - John Sandars/Michael Roffe/Mike Chappel
Flammpanzer German Flamethrowers - Tom Jentz/Hilary Doyle/Peter Sarson
Allied Tank Destroyers - Bryan Perret/Mike Chapell
Tiger I Heavy Tank - Tom Jentz/Hilary Doyle/Peter Sarson
KingTiger Heavy Tank - Tom Jentz/Hilary Doyle/Peter Sarson
The Renault FT Light Tank - Steven Zaloga/Peter Sarson
Tito - P. Auty
Okinawa 1945: The last Battle - Gordon Rottman/Howard Gerrard
Bf 109 D/E Aces 1939-41 - John Weal
Panzer Leader - General Hienz Guderian
World War II Day by Day - Donald Sommerville

LambrechtMazurek987

Dealing With Your Acne - How To Do It The Right Way

Even if you have never suffered the debilitating effects of acne, you know how serious it can impact a person's life. There are many frustrating aspects of this condition that go far beyond the blemishes, themselves. Therefore it's certainly easy to see that someone might search for ideas for acne as well as anything else that might be supportive. There is enormous medical information on acne happily, that is more than just the treatments but also the causes. Additionally, countless remedies could be acquired or a physician can prescribe them. So today we are happy to give you three acne tips to help you understand the condition and what you can do.

There are many common concerns that people will have when they start to get acne including should I see my doctor to find out what is going on. Let's talk about the second question for now because most people may want to see a doctor and it may be unnecessary. If you go see a dermatologist, they will likely prescribe some pharmaceutical remedy for you. They will be happy to sell you something or generally appreciate your office call and visit. But if your acne is not of the severe kind, then you can learn enough on your own and use over the counter treatments and control the condition.

Using makeup is a very common aspect of a woman's life, yet it needs to be carefully applied for the following reasons. You need to first consider the type of makeup that you were going to use and if it is well-suited for your skin. You want favorable conditions for your face, and if possible, avoid applying anything that could irritate it.

Anyone that has oily skin should use water-based cosmetics when applying makeup to their face. Any skin care product that you use, if your skin is oily, should have no oil in it whatsoever. Also, if your skin is naturally oily, you do not want to dry it out any way. You need to avoid over-drying your skin, or else you could have very oily skin as a result of the skin compensating for the dryness. This is how the skin works, and there is nothing you can do about it.

Most of the time, teenagers will develop acne. However, if it is not normal acne, then they should see their physician as soon as possible. You will receive a referral to a dermatologist who will be able to accurately diagnose your precise type of acne. It may be necessary to get strong medications prescribed to you for more severe types of acne. Stopping acne before it gets too bad is the best way to prevent severe scarring on your face which may occur. And finally, never squeeze deep blemishes. This can leave scars on your face so make sure you listen to what your physician has to say.

Perhaps one of the hardest parts of having acne is learning to cope with it while you are working to eliminate it. Dealing with acne is very difficult, especially if you have not found a treatment that works. You will eventually, but it takes research to get there. Finally, this quest for an acne treatment that works has a lot to do with taking proper care of your skin and learning how to do this everyday.

Land Combat Efficiency

Template:Anthology

Definitions

Command Penalty Capacity (i.e. the -75% penalty)

  1. When you group your armies its essential that you understand that each leader has a Command Penalty Capacity (CPC).
  2. This is a parameter for each stack. It is worked out separately for each stack. Stack is defined above as the number of units/divisions in a province.
  3. If the total number of units in the stack exceeds the Command Penalty Capacity when attacking, then the excess units in that stack receive a -75% penalty.
  4. For each attacking stack, it is the capacity of the most senior leader in the stack.
    • if the most senior leader is an FM, then it is 12
    • if the most senior leader is an GEN, then it is 9
    • if the most senior leader is an LT, then it is 3
    • if the most senior leader is an MJ, then it is 1
  5. For a defending stack it is the sum of all the leaders present in the stack. (Unless you are being attacked by aircraft- according to the manual defence from aircraft is handled as per attack- each stack is assessed individually)
  6. Thus if we have 13 units in an attacking formation commanded by a FM (display of 13/12), one unit will have a -75% penalty. If the units were defending the display would also read 13/12. If we have 13 units units in a territory, but 12 of them will be under a FM and the 13th will be under a LT and the stack was attacking (from one territory) then the display would read 13/12 - the 13th unit would be at -75%. If the same units were defending then the CPC will be 15 (FM 12 + LT 3 = display 13/15) thus no unit will get a -75% penalty, but ONLY if they are defending.
  7. The stack capacity for all the formations in a province may be doubled by an HQ adjacent or in the same province. The HQ does not have to be present at the start of the combat - as soon as the HQ becomes adjacent to or present at an existing combat, the combat efficiency values alter accordingly.
    • if the most senior leader is an FM, stack capacity is doubled to 24
    • if the most senior leader is an GEN, stack capacity is doubled to 18
    • if the most senior leader is an LT, stack capacity doubled to 6
    • if the most senior leader is an MJ, stack capacity is doubled to 2
    1. Note that stack capacity and formation capacity are different things as explained below in the HQ, skills, and traits section.
  8. Thus in the same situation, but with a HQ present as one of those 13 units, we would have a CPC of 24 if one formation was commanded by a FM, and a CPC of 30, if a second formation was commanded by a LT. No unit will get the -75% penalty command capacity penalty.
  9. The units receiving the penalty are the lowest ones in the formation list for a stack.
  10. There is a limit to the number of ATTACKERS in one stack - 24 per territory (under an FM with a HQ present - 18 if the highest is a general with HQ and so on). If there is no HQ in the area then the CPC will be max 12/FM, 9/G, 3LT & 1MJ. So in the above example if 13 units (12 for FM and 1 LT) attacked from one province with a HQ the display will read 13/24.
  11. This means that if you attack with an FM+23 units from one direction, and an FM+25 units from another direction, the combat screen will show 48/48 (if a HQ is present/nearby province), but in fact one of your units will get a -75% penalty.
  12. There is no limit to the amount of DEFENDERS in the stack as long as you have enough command capacity to cover all the units.
  13. There is no extra benefit for NOT using the full CPC - i.e. placing 9 units under a FM (9/12).

Div list sequence

  1. For attacks with a stack, which formation is on top (i.e. listed first thus is not eligible for the -75% if stack is overstacked) depends ONLY on which formation was "on top" of the stack when command to attack was issued.
  2. For a given formation, the sequence of units is the same as seen in the tooltip when the cursor is rested over the units. This is also the same as the sequence seen in the formation summary window by clicking on the formation (only viewable prior to combat).
  3. It is therefore perfectly possible for a unit in the middle of the div list to get a -75% penalty if:
    • Its stack is over capacity.
    • Its stack happens to be towards the top of the div list. Then the lowest units (i.e the ones in the lowest formationS) for that stack will get the penalty, but other divs for other stacks will be below it.

Who commands?

  1. The highest ranking leader commands.
  2. Where there is more than one equal highest ranking leader, the leader shown in command is the one whose divs are randomly highest (of the equal ranking leaders) in the div list. See below for more detail on sequence.
  3. It doesn't make any difference which of equal ranking leaders is in command:
    • Command Capacity Penalty (the -75% one) is set by rank only, and separately for each stack.
    • Traits are passed by all leaders to units in their formation whose formations are smaller than their capacity, regardless of who commands the battle.
    • Skills are passed by all leaders to units in their formation whose formations are smaller than their capacity, regardless of who commands the battle.

Leader and division experience

  1. Rank & skill also influence rate of accumulation of experience.
    • Normally leaders add 1 exp point for every x hours elapsed.
    • You get the 1st point after x/2 hours, the 2nd and thereafter after every x hours.
    • FM's earn experience at the slowest rate, MJ at the fastest rate. However this is also dependant on the current number of skill points. A GEN with a skill of 2 will earn exp faster than a GEN with a skill of 4.
  2. Other Notes:
    • EXP gain depends on the intensity of combat, leaders with the same characteristics can gain different amount of EXP in parallel combats.
    • EXP is not affected by traits save the good Old Guard
    • The promotion dates or the ideal rank in the leaderfiles also have no effect
    • The only parameters effecting the rate of EXP growth are rank, skill and max skill level
    • The rate of XP growth is in arbitraty units
      • Rate of EXP gain = (MaxSkill-Currentskill+1)^2/max(Currentskill,1)*RankFactor
  3. Division experience:
    • Each division also gains experience in battle. When reinforced, however, this experience drops. Division experience is calculated for each division in battle as 1/2 of the division's experience. The divisional stats page in the statistics folders shows each unit's experience.

HQ bonus / effects

  1. HQ units act the same as FM's in HOI1. Leaders in the same province or in an adjacent one have a doubled Command Penalty Capacity (CPC) (as in par 1.5).
  2. All units that have a HQ unit next to them or in the stack can get a bigger ESE bonus.
  3. HQ do not have to be attached to formations to give bonuses. Their presence in the province or in an adjacent province is enough.
  4. HQ need to be commanded by an FM or a GEN to double the CPC of neighbouring units and to get other benefits such as ESE.
  5. It does not matter what leader (in terms of skills and traits) you put in charge of the HQ - there are no extra bonuses to any of the other formations from the traits or skills of the leader in charge of the HQ.
  6. Multiple HQ's do not cause any extra bonuses.
  7. HQ increase the CPC of the stack, but they do not increase the rank command capacity of the formation's leader. Example: You can give a Lt General 6 div with an HQ adjacent and you do not get the -75 over command capacity penalty; you lose, however, both the skills and traits of that leader when you do this. You would be better off to just assign 3 div to a Lt Gen and then have 3 separate single div formations. Note also that as soon as the HQ effect is not available, you would get the -75 over command penalty for 3 of the 6 div under a Lt General.

Skill bonuses

  1. These may be granted by a leader to, and ONLY TO, the units in HIS formation.
  2. For skill purposes, the formation capacity of a leader is NOT doubled by the presence of HQs, in the same stack, in the same province, or adjacent.
  3. If the number of units in a formation is <= capacity (undoubled) of the formation leader, then all the units in that formation receive the skill bonus.
  4. If the number of units in a formation > capacity (undoubled) of the formation leader, NO units in that formation receive the skill bonus.
  5. If the number of divisions is in red, you lose the skills of the leader.
  6. Where granted, the bonus is 5% for each skill level
  7. It does not matter if the CPC of the STACK is exceeded as long as the CPC of the leader for his formation is not exceeded. In such a case the last units in the display box will get the -75% (however they will still get the skill and the trait bonus).

Traits

  1. These are granted by each leader to, and ONLY TO, the units in HIS formation.
  2. If that leader has multiple traits, then all these traits are applied.
  3. All the units in the formation receive the leader trait unless the formation goes over the leaders UNDOUBLED CPC. If the number of divisions is in red, you lose the leader's traits.
  4. Trait bonuses (See Leader Traits for complete list):
    • Defensive Doctrine
      • Eff + 10% for defender.
    • Offensive Doctrine
      • Eff +10% for attacker.
    • Panzer Leader
      • Eff +10% for Armour/Mech,as both attacker and defender.
    • Logistic Wizard
      • Oil and supplies consumption are each reduced by 25% when stationary. When moving, however, oil consumption is not reduced by this trait though supply consumption stays reduced. Previously the Logistics Wizards trait worked even when that leader was over his command capacity, but this exploit was removed in later patches. This trait also saves on Transport Capacity (fuel and supplies for your units).
    • Commando
      • Eff +10% for Mountain, Marine and Paratroopers.
      • Eff -5% for all other divisions when led by a Commando leader.
      • When a non Commando leader has mountain, marine, or paratroopers in his formation, those div do not get a penalty.
    • Engineer
      • Removes all river crossing combat Eff effects (only). Changed in version 1.2 to - Engineer leader trait now gives 20% when crossing a river instead of 30%. So it makes sense to additionally equip your units with an engineer brigade to get an additionally 20% bonus.
    • Trickster
      • Increases the chance of surprise. If the enemy unit is suprised it gets a -20% efficiency modifier. This is seldom or never seen in battle and is essentially replaced by the frequency of getting combat events. Trickster trait increases the chance of getting a combat event.
    • Fortress Buster
      • Reduces the efficiency of forts by 25%. Each full level of fort (land or sea)gives the attacker a - 9 % efficiency modifier.
    • Old Guard reduces experience gain down to about 1/3 of the normal experience gain.
    • Winter Specialist reduces attrition in winter conditions. Pause over the skull icon on a formation and review the tooltip which gives further details.

Examples of how efficiency is calculated for traits and skill

  1. If we have:
    • stack 1, attacking from Province 1 in Direction 1
      • FM, skill 3, with Offensive Doctrine and Panzer Leader, + 23 divs
      • LG, skill 2, with Offensive Doctrine, + 2 divs
    • stack 2, attacking fom province 2 in Direction 2
      • G, skill 4, no Traits, + 5 divs
      • MG, skill 1, no Traits, + 10 divs
    • Then there are 40 divs. No HQ penalties apply, as there is an HQ present.
    • stack 1:
      • Command Penalty:
        • Capacity set by FM at 24 for this stack (with HQ).
        • There are 25 units so 1 unit receives a -75% penalty.
        • This will randomly be either the lowest of the FM divs, or the lowest of the LG divs.
      • Skill:
        • No FM divs get a skill bonus as he has 23 divs and an undoubled capacity of 12.
        • Both the LG divs get a skill bonus 2x5 = 10%, because an LG has a capacity of 3.
      • Traits:
        • None of the 23 of FM's divs get applicable bonuses for both his traits.
          • +10% for Offensive Doctrine.
          • +10% for any armoured/mech divs in his 23, for Panzer Leader.
        • All 2 of LG's divs get bonuses for his one Trait.
    • stack 2:
      • Command Penalty:
        • Capacity set by G at 18 (9 for a General, doubled by a HQ in the same province).
        • There are 15 divs in the stack, so no divs get the -75% penalty.
      • Skill:
        • All 5 of G's divs get a skill bonus of 4x5 = 20%, as his capacity is 9.
        • None of MG's divs get a skill bonus, as his capacity is 1.
      • Traits:
        • None apply
  2. To calculate the efficiency we always start from the base of 100. We then multiply by all the modifiers in the following way:
    Effexample.jpg
  3. In the above example we have
    • 100% base attack efficiency:
      • 1.1 - offensive leader
      • 1.0005 - exp
      • 1.04 - ESE
      • 0.9 - forest
      • 0.75 - frozen
      • 1.1 - leadership
    • = 84.9844 %
    • 100% base defence efficiency
      • 1.1 - offensive leader
      • 1.0005 - exp
      • 1.04 - ESE
      • 0.9 - forest
      • 1.1 - leadership
    • = 113.82 %
    • So it seems with defence efficiency some modifiers do not have any effect. These are:
      • frozen
      • night

Other modifiers

  1. Combined Arms
    • when units number <= CPC(not double),
    • To get the Combined Arms bonus, the mix of hard vs soft divisions has to be within a range of 1/3 to 2/3. Typically that would be 1:2 or 2:1
    • The hard divisions are armor, light armor, and mech. Soft divisions are everything else including HQ. Brigades are not a factor in the ratio.
      • attacker: Eff+5%
      • defender: Eff+15%
      • The CA bonus is set in the \db\misc.txt file and can be modified. The designation of which div are hard and which are soft, however, is set up in the executable file and is not modifiable.
      • To qualify for the combined arms bonus, it is not sufficient for hard and soft divisions to just be in the same province. The divisions must be in the same formation under one leader. Mech and armor in the same formation do not get the combined arms bonus since both are hard targets. Motor and armor, or infantry and armor, would qualify for the bonus.
      • This thread discusses some testing done about this.
  2. Enveloped
    • Eff-10% when simultaneously attacked from three directions. Furthermore, it is
    • Eff-10% for every extra direction added.
  3. No Retreat Possible
    • Eff-10% when attacked in a province that is surrounded. Only applicable to the defender.
  4. Lack of Supply
    • Eff-20%, when lack of Supply.
      • Fuel is not related to this Eff.
  5. River crossing, weather and terrain modifiers.
    • These can be found on the 6th page of the statistics screen. Engineering brigades reduce the river crossing penalty by 20 so that for inf this becomes (-50+20) = -30. For pz motor and mech it's -66 without an eng bde and -46 with an eng bde. Marines improve their river crossing when each new model is researched. The best that river crossing can be is no effect but it is usually a large negative number.
  6. Landing troops (shore)
    • -10% for each unit above the 3rd
  7. Multiple combat modifier (flanked - attacked when attacking)
    • -50% Multiple Combat
  8. Paradropping
    • Eff-15% if the formation is paradropping to enemy province.
  9. Dissent
    • -dissent */2 %
  10. Experience
    • + experience of unit * /2 %

Appendix

When trying to understand the Combat Eff you see, there are a variety of factors you need to consider in addition to leaders:

  1. Weather and Terrain effects are summarized in your statistics folder in the modifiers section.
  2. Research can improve some of these combat modifiers. Ex.: each new mountain division model increases several combat and speed modifiers in some terrains. Marine division research increases amphibious assault effectiveness for all types of land units.
  3. Ministers
    • Several minister types affect Eff.
    • In general effects are shown on the minister screen.
    • However 'Armoured Spearhead Doctrine' (which is a Chief of Army type):
    • Gives +10% eff to armour/mech (whether as attacker or defender)
    • The screen text does not mention this.
  4. Difficulty
    • Human player eff is adjusted:
      • Very easy +10
      • Easy +5
      • Normal 0
      • Hard -5
      • Very Hard -10
      • The enemy AI gets penalties or bonus depending upon difficulty levels. On very hard, the AI gets +20 difficulty combat modifier.
  5. Dug-in
    • Stationary troops dig in automatically when their country is at war. They do not dig in when at peace.
    • Level increases by 1 per day, to a max of 20.
    • Defending troops will NOT dig in during a battle.
    • Each level gives eff +1%

Note

Land Combat Efficiency

Template:Anthology

Definitions

Command Penalty Capacity (i.e. the -75% penalty)

  1. When you group your armies its essential that you understand that each leader has a Command Penalty Capacity (CPC).
  2. This is a parameter for each stack. It is worked out separately for each stack. Stack is defined above as the number of units/divisions in a province.
  3. If the total number of units in the stack exceeds the Command Penalty Capacity when attacking, then the excess units in that stack receive a -75% penalty.
  4. For each attacking stack, it is the capacity of the most senior leader in the stack.
    • if the most senior leader is an FM, then it is 12
    • if the most senior leader is an GEN, then it is 9
    • if the most senior leader is an LT, then it is 3
    • if the most senior leader is an MJ, then it is 1
  5. For a defending stack it is the sum of all the leaders present in the stack. (Unless you are being attacked by aircraft- according to the manual defence from aircraft is handled as per attack- each stack is assessed individually)
  6. Thus if we have 13 units in an attacking formation commanded by a FM (display of 13/12), one unit will have a -75% penalty. If the units were defending the display would also read 13/12. If we have 13 units units in a territory, but 12 of them will be under a FM and the 13th will be under a LT and the stack was attacking (from one territory) then the display would read 13/12 - the 13th unit would be at -75%. If the same units were defending then the CPC will be 15 (FM 12 + LT 3 = display 13/15) thus no unit will get a -75% penalty, but ONLY if they are defending.
  7. The stack capacity for all the formations in a province may be doubled by an HQ adjacent or in the same province. The HQ does not have to be present at the start of the combat - as soon as the HQ becomes adjacent to or present at an existing combat, the combat efficiency values alter accordingly.
    • if the most senior leader is an FM, stack capacity is doubled to 24
    • if the most senior leader is an GEN, stack capacity is doubled to 18
    • if the most senior leader is an LT, stack capacity doubled to 6
    • if the most senior leader is an MJ, stack capacity is doubled to 2
    1. Note that stack capacity and formation capacity are different things as explained below in the HQ, skills, and traits section.
  8. Thus in the same situation, but with a HQ present as one of those 13 units, we would have a CPC of 24 if one formation was commanded by a FM, and a CPC of 30, if a second formation was commanded by a LT. No unit will get the -75% penalty command capacity penalty.
  9. The units receiving the penalty are the lowest ones in the formation list for a stack.
  10. There is a limit to the number of ATTACKERS in one stack - 24 per territory (under an FM with a HQ present - 18 if the highest is a general with HQ and so on). If there is no HQ in the area then the CPC will be max 12/FM, 9/G, 3LT & 1MJ. So in the above example if 13 units (12 for FM and 1 LT) attacked from one province with a HQ the display will read 13/24.
  11. This means that if you attack with an FM+23 units from one direction, and an FM+25 units from another direction, the combat screen will show 48/48 (if a HQ is present/nearby province), but in fact one of your units will get a -75% penalty.
  12. There is no limit to the amount of DEFENDERS in the stack as long as you have enough command capacity to cover all the units.
  13. There is no extra benefit for NOT using the full CPC - i.e. placing 9 units under a FM (9/12).

Div list sequence

  1. For attacks with a stack, which formation is on top (i.e. listed first thus is not eligible for the -75% if stack is overstacked) depends ONLY on which formation was "on top" of the stack when command to attack was issued.
  2. For a given formation, the sequence of units is the same as seen in the tooltip when the cursor is rested over the units. This is also the same as the sequence seen in the formation summary window by clicking on the formation (only viewable prior to combat).
  3. It is therefore perfectly possible for a unit in the middle of the div list to get a -75% penalty if:
    • Its stack is over capacity.
    • Its stack happens to be towards the top of the div list. Then the lowest units (i.e the ones in the lowest formationS) for that stack will get the penalty, but other divs for other stacks will be below it.

Who commands?

  1. The highest ranking leader commands.
  2. Where there is more than one equal highest ranking leader, the leader shown in command is the one whose divs are randomly highest (of the equal ranking leaders) in the div list. See below for more detail on sequence.
  3. It doesn't make any difference which of equal ranking leaders is in command:
    • Command Capacity Penalty (the -75% one) is set by rank only, and separately for each stack.
    • Traits are passed by all leaders to units in their formation whose formations are smaller than their capacity, regardless of who commands the battle.
    • Skills are passed by all leaders to units in their formation whose formations are smaller than their capacity, regardless of who commands the battle.

Leader and division experience

  1. Rank & skill also influence rate of accumulation of experience.
    • Normally leaders add 1 exp point for every x hours elapsed.
    • You get the 1st point after x/2 hours, the 2nd and thereafter after every x hours.
    • FM's earn experience at the slowest rate, MJ at the fastest rate. However this is also dependant on the current number of skill points. A GEN with a skill of 2 will earn exp faster than a GEN with a skill of 4.
  2. Other Notes:
    • EXP gain depends on the intensity of combat, leaders with the same characteristics can gain different amount of EXP in parallel combats.
    • EXP is not affected by traits save the good Old Guard
    • The promotion dates or the ideal rank in the leaderfiles also have no effect
    • The only parameters effecting the rate of EXP growth are rank, skill and max skill level
    • The rate of XP growth is in arbitraty units
      • Rate of EXP gain = (MaxSkill-Currentskill+1)^2/max(Currentskill,1)*RankFactor
  3. Division experience:
    • Each division also gains experience in battle. When reinforced, however, this experience drops. Division experience is calculated for each division in battle as 1/2 of the division's experience. The divisional stats page in the statistics folders shows each unit's experience.

HQ bonus / effects

  1. HQ units act the same as FM's in HOI1. Leaders in the same province or in an adjacent one have a doubled Command Penalty Capacity (CPC) (as in par 1.5).
  2. All units that have a HQ unit next to them or in the stack can get a bigger ESE bonus.
  3. HQ do not have to be attached to formations to give bonuses. Their presence in the province or in an adjacent province is enough.
  4. HQ need to be commanded by an FM or a GEN to double the CPC of neighbouring units and to get other benefits such as ESE.
  5. It does not matter what leader (in terms of skills and traits) you put in charge of the HQ - there are no extra bonuses to any of the other formations from the traits or skills of the leader in charge of the HQ.
  6. Multiple HQ's do not cause any extra bonuses.
  7. HQ increase the CPC of the stack, but they do not increase the rank command capacity of the formation's leader. Example: You can give a Lt General 6 div with an HQ adjacent and you do not get the -75 over command capacity penalty; you lose, however, both the skills and traits of that leader when you do this. You would be better off to just assign 3 div to a Lt Gen and then have 3 separate single div formations. Note also that as soon as the HQ effect is not available, you would get the -75 over command penalty for 3 of the 6 div under a Lt General.

Skill bonuses

  1. These may be granted by a leader to, and ONLY TO, the units in HIS formation.
  2. For skill purposes, the formation capacity of a leader is NOT doubled by the presence of HQs, in the same stack, in the same province, or adjacent.
  3. If the number of units in a formation is <= capacity (undoubled) of the formation leader, then all the units in that formation receive the skill bonus.
  4. If the number of units in a formation > capacity (undoubled) of the formation leader, NO units in that formation receive the skill bonus.
  5. If the number of divisions is in red, you lose the skills of the leader.
  6. Where granted, the bonus is 5% for each skill level
  7. It does not matter if the CPC of the STACK is exceeded as long as the CPC of the leader for his formation is not exceeded. In such a case the last units in the display box will get the -75% (however they will still get the skill and the trait bonus).

Traits

  1. These are granted by each leader to, and ONLY TO, the units in HIS formation.
  2. If that leader has multiple traits, then all these traits are applied.
  3. All the units in the formation receive the leader trait unless the formation goes over the leaders UNDOUBLED CPC. If the number of divisions is in red, you lose the leader's traits.
  4. Trait bonuses (See Leader Traits for complete list):
    • Defensive Doctrine
      • Eff + 10% for defender.
    • Offensive Doctrine
      • Eff +10% for attacker.
    • Panzer Leader
      • Eff +10% for Armour/Mech,as both attacker and defender.
    • Logistic Wizard
      • Oil and supplies consumption are each reduced by 25% when stationary. When moving, however, oil consumption is not reduced by this trait though supply consumption stays reduced. Previously the Logistics Wizards trait worked even when that leader was over his command capacity, but this exploit was removed in later patches. This trait also saves on Transport Capacity (fuel and supplies for your units).
    • Commando
      • Eff +10% for Mountain, Marine and Paratroopers.
      • Eff -5% for all other divisions when led by a Commando leader.
      • When a non Commando leader has mountain, marine, or paratroopers in his formation, those div do not get a penalty.
    • Engineer
      • Removes all river crossing combat Eff effects (only). Changed in version 1.2 to - Engineer leader trait now gives 20% when crossing a river instead of 30%. So it makes sense to additionally equip your units with an engineer brigade to get an additionally 20% bonus.
    • Trickster
      • Increases the chance of surprise. If the enemy unit is suprised it gets a -20% efficiency modifier. This is seldom or never seen in battle and is essentially replaced by the frequency of getting combat events. Trickster trait increases the chance of getting a combat event.
    • Fortress Buster
      • Reduces the efficiency of forts by 25%. Each full level of fort (land or sea)gives the attacker a - 9 % efficiency modifier.
    • Old Guard reduces experience gain down to about 1/3 of the normal experience gain.
    • Winter Specialist reduces attrition in winter conditions. Pause over the skull icon on a formation and review the tooltip which gives further details.

Examples of how efficiency is calculated for traits and skill

  1. If we have:
    • stack 1, attacking from Province 1 in Direction 1
      • FM, skill 3, with Offensive Doctrine and Panzer Leader, + 23 divs
      • LG, skill 2, with Offensive Doctrine, + 2 divs
    • stack 2, attacking fom province 2 in Direction 2
      • G, skill 4, no Traits, + 5 divs
      • MG, skill 1, no Traits, + 10 divs
    • Then there are 40 divs. No HQ penalties apply, as there is an HQ present.
    • stack 1:
      • Command Penalty:
        • Capacity set by FM at 24 for this stack (with HQ).
        • There are 25 units so 1 unit receives a -75% penalty.
        • This will randomly be either the lowest of the FM divs, or the lowest of the LG divs.
      • Skill:
        • No FM divs get a skill bonus as he has 23 divs and an undoubled capacity of 12.
        • Both the LG divs get a skill bonus 2x5 = 10%, because an LG has a capacity of 3.
      • Traits:
        • None of the 23 of FM's divs get applicable bonuses for both his traits.
          • +10% for Offensive Doctrine.
          • +10% for any armoured/mech divs in his 23, for Panzer Leader.
        • All 2 of LG's divs get bonuses for his one Trait.
    • stack 2:
      • Command Penalty:
        • Capacity set by G at 18 (9 for a General, doubled by a HQ in the same province).
        • There are 15 divs in the stack, so no divs get the -75% penalty.
      • Skill:
        • All 5 of G's divs get a skill bonus of 4x5 = 20%, as his capacity is 9.
        • None of MG's divs get a skill bonus, as his capacity is 1.
      • Traits:
        • None apply
  2. To calculate the efficiency we always start from the base of 100. We then multiply by all the modifiers in the following way:
    Effexample.jpg
  3. In the above example we have
    • 100% base attack efficiency:
      • 1.1 - offensive leader
      • 1.0005 - exp
      • 1.04 - ESE
      • 0.9 - forest
      • 0.75 - frozen
      • 1.1 - leadership
    • = 84.9844 %
    • 100% base defence efficiency
      • 1.1 - offensive leader
      • 1.0005 - exp
      • 1.04 - ESE
      • 0.9 - forest
      • 1.1 - leadership
    • = 113.82 %
    • So it seems with defence efficiency some modifiers do not have any effect. These are:
      • frozen
      • night

Other modifiers

  1. Combined Arms
    • when units number <= CPC(not double),
    • To get the Combined Arms bonus, the mix of hard vs soft divisions has to be within a range of 1/3 to 2/3. Typically that would be 1:2 or 2:1
    • The hard divisions are armor, light armor, and mech. Soft divisions are everything else including HQ. Brigades are not a factor in the ratio.
      • attacker: Eff+5%
      • defender: Eff+15%
      • The CA bonus is set in the \db\misc.txt file and can be modified. The designation of which div are hard and which are soft, however, is set up in the executable file and is not modifiable.
      • To qualify for the combined arms bonus, it is not sufficient for hard and soft divisions to just be in the same province. The divisions must be in the same formation under one leader. Mech and armor in the same formation do not get the combined arms bonus since both are hard targets. Motor and armor, or infantry and armor, would qualify for the bonus.
      • This thread discusses some testing done about this.
  2. Enveloped
    • Eff-10% when simultaneously attacked from three directions. Furthermore, it is
    • Eff-10% for every extra direction added.
  3. No Retreat Possible
    • Eff-10% when attacked in a province that is surrounded. Only applicable to the defender.
  4. Lack of Supply
    • Eff-20%, when lack of Supply.
      • Fuel is not related to this Eff.
  5. River crossing, weather and terrain modifiers.
    • These can be found on the 6th page of the statistics screen. Engineering brigades reduce the river crossing penalty by 20 so that for inf this becomes (-50+20) = -30. For pz motor and mech it's -66 without an eng bde and -46 with an eng bde. Marines improve their river crossing when each new model is researched. The best that river crossing can be is no effect but it is usually a large negative number.
  6. Landing troops (shore)
    • -10% for each unit above the 3rd
  7. Multiple combat modifier (flanked - attacked when attacking)
    • -50% Multiple Combat
  8. Paradropping
    • Eff-15% if the formation is paradropping to enemy province.
  9. Dissent
    • -dissent */2 %
  10. Experience
    • + experience of unit * /2 %

Appendix

When trying to understand the Combat Eff you see, there are a variety of factors you need to consider in addition to leaders:

  1. Weather and Terrain effects are summarized in your statistics folder in the modifiers section.
  2. Research can improve some of these combat modifiers. Ex.: each new mountain division model increases several combat and speed modifiers in some terrains. Marine division research increases amphibious assault effectiveness for all types of land units.
  3. Ministers
    • Several minister types affect Eff.
    • In general effects are shown on the minister screen.
    • However 'Armoured Spearhead Doctrine' (which is a Chief of Army type):
    • Gives +10% eff to armour/mech (whether as attacker or defender)
    • The screen text does not mention this.
  4. Difficulty
    • Human player eff is adjusted:
      • Very easy +10
      • Easy +5
      • Normal 0
      • Hard -5
      • Very Hard -10
      • The enemy AI gets penalties or bonus depending upon difficulty levels. On very hard, the AI gets +20 difficulty combat modifier.
  5. Dug-in
    • Stationary troops dig in automatically when their country is at war. They do not dig in when at peace.
    • Level increases by 1 per day, to a max of 20.
    • Defending troops will NOT dig in during a battle.
    • Each level gives eff +1%

Note

Land Doctrine

Template:Anthology

Doctrine Overview

Land Doctrine effects:

There are 6 Doctrine trees available in the game, depending on tech choices.

Doctrine Summaries

Each of the doctrines have their own strengths and weaknesses which are detailed out below. The choice of which one you would be best to adopt is should be determined by a number of factors such as:

1. What type of game you want to play;

2. How far at the start of a scenario you are already along a certain doctrine path (for example, in the 1944 scenario, it would be significantly counter-productive for Germany to change its doctrine path);

3. The relative 'matching' of your tech teams with you preferred doctrine path (for example, German tech teams are better matched to research the Blitzkrieg path, and less so the others);

4. If playing a minor, what a major ally might be able to offer in terms of blueprints (for example, Hungary starts on the US Superior Firepower path, but if played normally, would usually ally with Germany on the Blitzkrieg path - switching to this doctrine might be worthwhile);

5. The 'difficulty' of the path undertaken. Note that Firepower path only has 9 techs to research, whilst mobility has 10. Further note that the Grand Battle Plan difficulty is only 9 per stage, compared to 10 for the other three (the other exception is the Human Wave, the last two are both 8);

6. When you are intending to enter the war.

Spearhead

The Spearhead doctrine tree is exceptionally strong, particularly between 1937 and 1941. It has extremely high organisation, fast headquarters units, cheap tanks, and Breakthrough and Encirclement offensive combat events . Most of the benefits are achieved by 1940, giving early advantages.

Between 1939 and 1942 there are also cost savings on infantry and artillery; in 1943 these are switched to motorised and mechanised troops and self-propelled guns.

Spearhead doctrine is ideally suited to nations who are seeking to conduct rapid Blitzkrieg offensives. The high Organisation levels mean that the troops are very good at winning battles and sustained operations. The only disadvantage is that some other nations have better cost reductions, and defensive combat events are scarce.

Neither of the late war techs are very good however. Volkssturm, available by 1944 (the earliest of the late/post war techs) offers discounts to milita and urban defence at the expense of a 10% organisation penalty to infantry. The Modern Blitzkrieg doctrine, whilst offering a 5% org increase, isn't available till 1947 and doesn't offer as much as the other tech trees do.

Human Wave

The Human Wave doctrine tree has low Organisation throughout but exceptional Morale. At every stage the Morale is higher than any other type. Higher morale allows organization to recover much faster, meaning that units can recover organization and quickly attack again.

There are significant discounts to Infantry and Cavalry throughout, biggest in 1940 and the first two of three 1941 land doctrines. Starting with the last 1941 land doctrine, there are discounts for Motorised, Mechanized and Armoured units. HQs are initially slow until the last 1941 Land Doctrine is researched and give virtually no Supply Efficiency bonus until 1943. One of the difficulties of the Human Wave land doctrine tree is that you need to research one 1940 and then three 1941 land doctrines consecutively while the German Blitzkrieg branch has only one 1941 Land Doctrine.

The combat events focus on Assaults and Counterattacks, which trade your manpower for enemy organisation.

Human Wave doctrine suits nations which have plenty of Manpower to make lots of Infantry units which throw themselves at the enemy on the offensive or the defensive. The initially slow HQ speed means an operational attack is relatively slow and needs careful planning. With the later doctrines, however, HQ speed increases significantly.

The 1946 tech 'Mechanised Wave' does offer huge bonuses (30%) to armour and mechanised unit morale.

Superior Firepower

Organisation and Morale are initially both very poor. Superior Firepower organisation is worse than even the Human Wave's until 1941, but almost catches up with Spearhead in 1943.

However, the Superior Firepower tech tree has discounts on Infantry that are just as big as the Human Wave tech tree. Artillery brigades are also heavily discounted. Later this switches to Motorised, Mechanised divisions and SP Guns.

The other notable feature is that this tree has the highest Supply Efficiency bonus from the presence of HQ units.

The Superior Firepower doctrine tree suits countries that are entering the war late. Early on their armed forces are very disorgansied and vulnerable. This doctrine also encourages an Artillery focus, whether static or mobile.

The 1946 tech 'Air-Land Battle' finally gives a 10% boost to both Organisation and Morale, with a cost reduction for Cavalry (presumably for the upcoming helicopter unit).

Grand Battle Plan

This doctrine line is superior right at the beginning, in 1936 - but is outclassed almost immediately. (Note that Germany starts the '36 scenario with many advanced techs).

These doctrines give poor organisation and morale and slight discounts to infantry and AT guns.

They improve somewhat in 1942-44 as the tech tree splits:

The 1946 addition 'Assault Concentration' adds 20% morale and organisation to any divisions with an artillery brigade, making the addition of these brigades to units very worthwhile.

Rankings

While all doctrines have particular strengths and weaknesses, a general table can be constructed showing the value of doctrines relative to each other. The top three doctrines switch places, but always remain in the top three: Blitzkrieg, Human Wave, and Infiltration.

1936- 1942

  1. Blitzkrieg
  2. Human Wave
  3. Infiltration/Operational/Attritional (identical)
  4. Superior Firepower

1942 - 1943

  1. Infiltration
  2. Human Wave
  3. Blitzkrieg (best only if outnumbered or on the defensive)
  4. Superior Firepower (with tech rush)
  5. Operational Stages
  6. Attritional Containment

1944+

  1. Infiltration
  2. Human Wave
  3. Blitzkrieg
  4. Superior Firepower
  5. Attritional Containment
  6. Operational Stages

Doctrine Information in Full

Available from this thread at the Paradox Forums.

USA Firepower- Superior Firepower Tree

Year Hq_Ty HQ_ESE Hq_Spd Org Morale C_Inf C_Art C_ Mot C_SPA C_Mec C_Cav
1936 0 1 0 50 30 0 0 0 0 0 0
1937 0 1 0 50 30 -5 -5 0 0 0 0
1938 0 2 1 60 40 -10 -10 0 0 0 0
1939 0 3 1 60 50 -15 -15 0 0 0 0
1940 1 4 1 60 60 -20 -20 0 0 0 0
1941 1 4 1 60 60 -20 -20 0 0 0 0
1942 2 6 2 70 60 -10 -10 -10 -10 0 0
1943.1 2 8 2 90 80 -5 -5 -15 -15 0 0
1943.2 2 8 2 90 80 -5 -5 -15 -15 -15 0
1946 3 8 2 100 90 -5 -5 -15 -15 0 -5

Grand Battle Lines

Year Hq_Ty HQ_ESE Hq_Spd Org Morale C_Inf C_Art C_Mot C_SPA C_Mec C_AT C_Eng C_Mar C_Mil C_Arm
1936 0 2 0 50 40 -5 0 0 0 0 0 0 0 0 0
1937 0 2 0 50 40 -5 0 0 0 0 0 0 0 0 0
1938 1 3 1 50 70 -10 0 0 0 0 0 0 0 0 0
1939 1 3 1 50 70 -10 0 0 0 0 0 0 0 0 0
1940 1 4 1 60 80 -15 0 0 0 0 -5 0 0 0 0
1941 1 4 1 60 80 -15 0 0 0 0 -5 0 0 0 0
1946 3 4 1 60 80 -15 0 0 0 0 -5 0 0 0 0
France
1942 1 6 2 75 80 -20 -5 0 0 0 -10 -5 0 0 0
1943 1 6 2 75 80 -20 -5 0 0 0 -10 -5 0 0 0
1944 2 7 3 75 105 -20 -10 0 0 0 -10 -10 0 0 0
Japan
1942 1 6 2 70 130 -20 0 0 0 0 -10 0 -5 -10 5
1943 2 7 3 70 130 -20 0 0 0 0 -10 0 -10 -20 10
UK
1942 1 6 2 85 80 -10 0 -10 0 0 -10 0 0 0 0
1943 1 6 2 85 80 -10 0 -10 0 0 -10 0 0 0 0
1944 2 8 3 85 80 -10 0 -10 0 -10 -10 0 0 0 -10

German Doctrine- Mobility-Spearhead

Year Hq_Ty HQ_ESE Hq_Spd Org Morale C_Inf C_Art C_Mot C_SPA C_Mec C_AT C_Eng C_Mar C_Mil C_Arm C_TD C_LA
1936 0 0 1 50 30 0 0 0 0 0 0 0 0 0 0 0 0
1937 1 2 2 60 60 0 0 0 0 0 0 0 0 0 -10 0 -15
1938 1 3 3 70 80 0 0 0 0 0 0 0 0 0 -20 0 -20
1939 1 3 3 75 80 -5 -5 0 0 0 0 0 0 0 -20 0 -20
1940 1 4 3 80 80 -10 -10 0 0 0 0 0 0 0 -20 0 -20
1941 2 5 3 90 80 -10 -10 0 0 -5 0 0 0 0 -20 -5 -20
1942 2 5 3 90 80 -10 -10 0 0 -5 0 0 0 0 -20 -5 -20
1943 2 6 4 100 80 0 0 -10 -10 -15 0 0 0 0 -20 -15 -20
1947 2 6 4 105 80 0 0 -10 -10 -15 0 0 0 0 -20 -15 -20

Soviet Doctrine- Mobility-Human wave

Year Hq_Ty HQ_ESE Hq_Spd Org Morale C_Inf C_Art C_Mot C_SPA C_Mec C_AT C_Eng C_Mar C_Mil C_Arm C_TD C_Cav
1936 0 0 1 40 80 -5 0 0 0 0 0 0 0 0 0 0 -10
1937 0 0 1 50 80 -10 0 0 0 0 0 0 0 0 0 0 -20
1938 0 0 1 50 80 -10 0 0 0 0 0 0 0 0 0 0 -20
1939 0 0 1 50 80 -15 0 0 0 0 0 0 0 -10 0 0 -20
1940 1 1 1 50 100 -20 0 0 0 0 0 0 0 -20 0 0 -20
1941 2 2 2 70 100 -20 0 -5 0 -5 -5 0 0 -15 0 0 -15
1942 2 2 2 70 100 -20 0 -5 0 -5 -5 0 0 -15 0 0 -15
1943 2 6 2 70 140 -10 0 -15 0 -15 -5 0 0 -5 -10 0 -5

Comparison of final results

Doctrine: (Org)/(Morale) Superior Firepower: 70/50 Human Wave: 40/110 Blitzkrieg: 75/50 Operational Stages: 55/50 Infiltration Assault: 40/100 Attritional Containment: 45/75

Note - The maximum organisation can actually vary from unit to unit, even within the same doctrine path, by quite some degree, due to domestic sliders (Full standing army provides 10% org bonus, whilst full drafted army has a 10% negative), brigade attachments and specialist infantry.

As an example, with all techs researched in the Infiltration Assault path, a unit could have as little as 63 Org (normal unit, full drafted slider) or as much as 110 Org (Specialist infantry with Artillery brigade attached with full standing army slider).

See also

Downloads

Land Doctrine

Template:Anthology

Doctrine Overview

Land Doctrine effects:

There are 6 Doctrine trees available in the game, depending on tech choices.

Doctrine Summaries

Each of the doctrines have their own strengths and weaknesses which are detailed out below. The choice of which one you would be best to adopt is should be determined by a number of factors such as:

1. What type of game you want to play;

2. How far at the start of a scenario you are already along a certain doctrine path (for example, in the 1944 scenario, it would be significantly counter-productive for Germany to change its doctrine path);

3. The relative 'matching' of your tech teams with you preferred doctrine path (for example, German tech teams are better matched to research the Blitzkrieg path, and less so the others);

4. If playing a minor, what a major ally might be able to offer in terms of blueprints (for example, Hungary starts on the US Superior Firepower path, but if played normally, would usually ally with Germany on the Blitzkrieg path - switching to this doctrine might be worthwhile);

5. The 'difficulty' of the path undertaken. Note that Firepower path only has 9 techs to research, whilst mobility has 10. Further note that the Grand Battle Plan difficulty is only 9 per stage, compared to 10 for the other three (the other exception is the Human Wave, the last two are both 8);

6. When you are intending to enter the war.

Spearhead

The Spearhead doctrine tree is exceptionally strong, particularly between 1937 and 1941. It has extremely high organisation, fast headquarters units, cheap tanks, and Breakthrough and Encirclement offensive combat events . Most of the benefits are achieved by 1940, giving early advantages.

Between 1939 and 1942 there are also cost savings on infantry and artillery; in 1943 these are switched to motorised and mechanised troops and self-propelled guns.

Spearhead doctrine is ideally suited to nations who are seeking to conduct rapid Blitzkrieg offensives. The high Organisation levels mean that the troops are very good at winning battles and sustained operations. The only disadvantage is that some other nations have better cost reductions, and defensive combat events are scarce.

Neither of the late war techs are very good however. Volkssturm, available by 1944 (the earliest of the late/post war techs) offers discounts to milita and urban defence at the expense of a 10% organisation penalty to infantry. The Modern Blitzkrieg doctrine, whilst offering a 5% org increase, isn't available till 1947 and doesn't offer as much as the other tech trees do.

Human Wave

The Human Wave doctrine tree has low Organisation throughout but exceptional Morale. At every stage the Morale is higher than any other type. Higher morale allows organization to recover much faster, meaning that units can recover organization and quickly attack again.

There are significant discounts to Infantry and Cavalry throughout, biggest in 1940 and the first two of three 1941 land doctrines. Starting with the last 1941 land doctrine, there are discounts for Motorised, Mechanized and Armoured units. HQs are initially slow until the last 1941 Land Doctrine is researched and give virtually no Supply Efficiency bonus until 1943. One of the difficulties of the Human Wave land doctrine tree is that you need to research one 1940 and then three 1941 land doctrines consecutively while the German Blitzkrieg branch has only one 1941 Land Doctrine.

The combat events focus on Assaults and Counterattacks, which trade your manpower for enemy organisation.

Human Wave doctrine suits nations which have plenty of Manpower to make lots of Infantry units which throw themselves at the enemy on the offensive or the defensive. The initially slow HQ speed means an operational attack is relatively slow and needs careful planning. With the later doctrines, however, HQ speed increases significantly.

The 1946 tech 'Mechanised Wave' does offer huge bonuses (30%) to armour and mechanised unit morale.

Superior Firepower

Organisation and Morale are initially both very poor. Superior Firepower organisation is worse than even the Human Wave's until 1941, but almost catches up with Spearhead in 1943.

However, the Superior Firepower tech tree has discounts on Infantry that are just as big as the Human Wave tech tree. Artillery brigades are also heavily discounted. Later this switches to Motorised, Mechanised divisions and SP Guns.

The other notable feature is that this tree has the highest Supply Efficiency bonus from the presence of HQ units.

The Superior Firepower doctrine tree suits countries that are entering the war late. Early on their armed forces are very disorgansied and vulnerable. This doctrine also encourages an Artillery focus, whether static or mobile.

The 1946 tech 'Air-Land Battle' finally gives a 10% boost to both Organisation and Morale, with a cost reduction for Cavalry (presumably for the upcoming helicopter unit).

Grand Battle Plan

This doctrine line is superior right at the beginning, in 1936 - but is outclassed almost immediately. (Note that Germany starts the '36 scenario with many advanced techs).

These doctrines give poor organisation and morale and slight discounts to infantry and AT guns.

They improve somewhat in 1942-44 as the tech tree splits:

The 1946 addition 'Assault Concentration' adds 20% morale and organisation to any divisions with an artillery brigade, making the addition of these brigades to units very worthwhile.

Rankings

While all doctrines have particular strengths and weaknesses, a general table can be constructed showing the value of doctrines relative to each other. The top three doctrines switch places, but always remain in the top three: Blitzkrieg, Human Wave, and Infiltration.

1936- 1942

  1. Blitzkrieg
  2. Human Wave
  3. Infiltration/Operational/Attritional (identical)
  4. Superior Firepower

1942 - 1943

  1. Infiltration
  2. Human Wave
  3. Blitzkrieg (best only if outnumbered or on the defensive)
  4. Superior Firepower (with tech rush)
  5. Operational Stages
  6. Attritional Containment

1944+

  1. Infiltration
  2. Human Wave
  3. Blitzkrieg
  4. Superior Firepower
  5. Attritional Containment
  6. Operational Stages

Doctrine Information in Full

Available from this thread at the Paradox Forums.

USA Firepower- Superior Firepower Tree

Year Hq_Ty HQ_ESE Hq_Spd Org Morale C_Inf C_Art C_ Mot C_SPA C_Mec C_Cav
1936 0 1 0 50 30 0 0 0 0 0 0
1937 0 1 0 50 30 -5 -5 0 0 0 0
1938 0 2 1 60 40 -10 -10 0 0 0 0
1939 0 3 1 60 50 -15 -15 0 0 0 0
1940 1 4 1 60 60 -20 -20 0 0 0 0
1941 1 4 1 60 60 -20 -20 0 0 0 0
1942 2 6 2 70 60 -10 -10 -10 -10 0 0
1943.1 2 8 2 90 80 -5 -5 -15 -15 0 0
1943.2 2 8 2 90 80 -5 -5 -15 -15 -15 0
1946 3 8 2 100 90 -5 -5 -15 -15 0 -5

Grand Battle Lines

Year Hq_Ty HQ_ESE Hq_Spd Org Morale C_Inf C_Art C_Mot C_SPA C_Mec C_AT C_Eng C_Mar C_Mil C_Arm
1936 0 2 0 50 40 -5 0 0 0 0 0 0 0 0 0
1937 0 2 0 50 40 -5 0 0 0 0 0 0 0 0 0
1938 1 3 1 50 70 -10 0 0 0 0 0 0 0 0 0
1939 1 3 1 50 70 -10 0 0 0 0 0 0 0 0 0
1940 1 4 1 60 80 -15 0 0 0 0 -5 0 0 0 0
1941 1 4 1 60 80 -15 0 0 0 0 -5 0 0 0 0
1946 3 4 1 60 80 -15 0 0 0 0 -5 0 0 0 0
France
1942 1 6 2 75 80 -20 -5 0 0 0 -10 -5 0 0 0
1943 1 6 2 75 80 -20 -5 0 0 0 -10 -5 0 0 0
1944 2 7 3 75 105 -20 -10 0 0 0 -10 -10 0 0 0
Japan
1942 1 6 2 70 130 -20 0 0 0 0 -10 0 -5 -10 5
1943 2 7 3 70 130 -20 0 0 0 0 -10 0 -10 -20 10
UK
1942 1 6 2 85 80 -10 0 -10 0 0 -10 0 0 0 0
1943 1 6 2 85 80 -10 0 -10 0 0 -10 0 0 0 0
1944 2 8 3 85 80 -10 0 -10 0 -10 -10 0 0 0 -10

German Doctrine- Mobility-Spearhead

Year Hq_Ty HQ_ESE Hq_Spd Org Morale C_Inf C_Art C_Mot C_SPA C_Mec C_AT C_Eng C_Mar C_Mil C_Arm C_TD C_LA
1936 0 0 1 50 30 0 0 0 0 0 0 0 0 0 0 0 0
1937 1 2 2 60 60 0 0 0 0 0 0 0 0 0 -10 0 -15
1938 1 3 3 70 80 0 0 0 0 0 0 0 0 0 -20 0 -20
1939 1 3 3 75 80 -5 -5 0 0 0 0 0 0 0 -20 0 -20
1940 1 4 3 80 80 -10 -10 0 0 0 0 0 0 0 -20 0 -20
1941 2 5 3 90 80 -10 -10 0 0 -5 0 0 0 0 -20 -5 -20
1942 2 5 3 90 80 -10 -10 0 0 -5 0 0 0 0 -20 -5 -20
1943 2 6 4 100 80 0 0 -10 -10 -15 0 0 0 0 -20 -15 -20
1947 2 6 4 105 80 0 0 -10 -10 -15 0 0 0 0 -20 -15 -20

Soviet Doctrine- Mobility-Human wave

Year Hq_Ty HQ_ESE Hq_Spd Org Morale C_Inf C_Art C_Mot C_SPA C_Mec C_AT C_Eng C_Mar C_Mil C_Arm C_TD C_Cav
1936 0 0 1 40 80 -5 0 0 0 0 0 0 0 0 0 0 -10
1937 0 0 1 50 80 -10 0 0 0 0 0 0 0 0 0 0 -20
1938 0 0 1 50 80 -10 0 0 0 0 0 0 0 0 0 0 -20
1939 0 0 1 50 80 -15 0 0 0 0 0 0 0 -10 0 0 -20
1940 1 1 1 50 100 -20 0 0 0 0 0 0 0 -20 0 0 -20
1941 2 2 2 70 100 -20 0 -5 0 -5 -5 0 0 -15 0 0 -15
1942 2 2 2 70 100 -20 0 -5 0 -5 -5 0 0 -15 0 0 -15
1943 2 6 2 70 140 -10 0 -15 0 -15 -5 0 0 -5 -10 0 -5

Comparison of final results

Doctrine: (Org)/(Morale) Superior Firepower: 70/50 Human Wave: 40/110 Blitzkrieg: 75/50 Operational Stages: 55/50 Infiltration Assault: 40/100 Attritional Containment: 45/75

Note - The maximum organisation can actually vary from unit to unit, even within the same doctrine path, by quite some degree, due to domestic sliders (Full standing army provides 10% org bonus, whilst full drafted army has a 10% negative), brigade attachments and specialist infantry.

As an example, with all techs researched in the Infiltration Assault path, a unit could have as little as 63 Org (normal unit, full drafted slider) or as much as 110 Org (Specialist infantry with Artillery brigade attached with full standing army slider).

See also

Downloads

Land Doctrine Tech Tree

Firepower Focus

Firepower Focus Doctrine

  • Historic Year: 1936
  • Tech ID: 6010
  • Prerequisites: None
  • Effects:
  • max_organization land 10
  • Counterattack Chance: 2
  • Activate Unit Type hq
  • New Model hq 0

10 - infantry_focus - Tactical unit - Battalion

10 - training - Fire discipline

10 - training - Interlocking fields of fire

10 - training - Drill and discipline mentality

10 - training - Organic regimental fire support

Superior Firepower Doctrine

  • Historic Year: 1936
  • Tech ID: 6020
  • Prerequisites:
  • Effects:
  • max_organization land 10
  • Assault Chance: 2
  • HQ Supply Efficiency Bonus: 1

10 - infantry_focus - High Echelon Fire Support

10 - small_unit_tactics - Advance under Fire

10 - centralized_execution - Tactical unit - Company

10 - technical_efficiency - Indirect Fire Support focus

10 - training - Officer training - West Point method

Grand Battle Plan Doctrine

  • Historic Year: 1936
  • Tech ID: 6030
  • Prerequisites:
  • Effects:
  • Delay Chance: 2
  • max_organization land 10
  • Assault Chance: 1
  • HQ Supply Efficiency Bonus: 1
  • sce_frequency 0.2

9 - infantry_focus - High Echelon Fire Support

9 - large_unit_tactics - Advance under Fire

9 - centralized_execution - General staff planning

9 - individual_courage - Offensive spirit

9 - training - Officer training - Sandhurst method

Delay Doctrine

  • Historic Year: 1937
  • Tech ID: 6040
  • Prerequisites:
  • Effects:
  • Delay Chance: 2
  • Tactical Withdrawal Chance: 2
  • Counterattack Chance: 2
  • Cost infantry -5
  • Cost artillery -5
  • sce_frequency 0.1

10 - infantry_focus - Mid Echelon Fire Support

10 - small_unit_tactics - Enemy Contact and Delay

10 - centralized_execution - Object Control Focus

10 - technical_efficiency - Basic fire direction center

10 - training - Limited NCO initiative

Mobile Defense Doctrine

  • Historic Year: 1938
  • Tech ID: 6050
  • Prerequisites:
  • Effects:
  • Morale land 10
  • max_organization land 10
  • Tactical Withdrawal Chance: 2
  • Counterattack Chance: 2
  • Delay Chance: 2
  • Cost infantry -5
  • Cost artillery -5
  • Speed hq 1
  • HQ Supply Efficiency Bonus: 1
  • sce_frequency 0.2

10 - combined_arms_focus - Pre-computed firing data

10 - small_unit_tactics - Enemy Contact and Lock Down

10 - decentralized_execution - Area Control Focus

10 - technical_efficiency - Improved fire direction center

10 - training - Tactical unit - Platoon

Stand Off Doctrine

  • Historic Year: 1939
  • Tech ID: 6060
  • Prerequisites:
  • Effects:
  • Morale land 10
  • Assault Chance: 2
  • Ambush Chance: 2
  • Cost infantry -5
  • Cost artillery -5
  • HQ Supply Efficiency Bonus: 1
  • sce_frequency 0.1

10 - infantry_focus - Mid Echelon Fire Support

10 - small_unit_tactics - Enemy Contact and Lock Down

10 - centralized_execution - Object Control Focus

10 - technical_efficiency - Basic air/land cooperation

10 - training - Suppressive fire emphasis

Integrated Support Doctrine

  • Historic Year: 1940
  • Tech ID: 6070
  • Prerequisites:
  • Effects:
  • Morale land 10
  • Counterattack Chance: 4
  • Breakthrough Chance: 1
  • Encirclement Chance: 1
  • Assault Chance: 2
  • Ambush Chance: 2
  • New Model hq 1
  • Model is now obsolete. hq 0
  • Cost infantry -5
  • Cost artillery -5
  • Speed hq 1
  • HQ Supply Efficiency Bonus: 1
  • sce_frequency 0.2

10 - infantry_focus - Low Echelon Fire Support

10 - small_unit_tactics - Enemy Contact and Destruction

10 - decentralized_execution - Area Control Focus

10 - technical_efficiency - Improved fire direction center

10 - training - Basic Air/Land coordination

Regimental Combat Teams

  • Historic Year: 1942
  • Tech ID: 6080
  • Prerequisites:
  • Effects:
  • Tactical Withdrawal Chance: 4
  • max_organization land 10
  • Delay Chance: 2
  • Breakthrough Chance: 2
  • Encirclement Chance: 2
  • Ambush Chance: 1
  • New Model hq 2
  • Model is now obsolete. hq 1
  • Cost infantry 10
  • Cost artillery 10
  • Cost sp_artillery -10
  • Cost motorized -10
  • Speed hq 1
  • HQ Supply Efficiency Bonus: 2
  • sce_frequency 0.3

10 - infantry_focus - Tactical unit - Platoon

10 - small_unit_tactics - Organic Battalion Fire Support

10 - decentralized_execution - Emphasis on NCO initiative

10 - technical_efficiency - Advanced Fire Control Center

10 - training - Fire and movement platoon coordination

Combined Arms Defense

  • Historic Year: 1943
  • Tech ID: 6090
  • Prerequisites:
  • Effects:
  • Tactical Withdrawal Chance: 4
  • Morale land 20
  • max_organization land 20
  • Counterattack Chance: 2
  • Delay Chance: 2
  • Cost infantry 5
  • Cost artillery 5
  • Cost sp_artillery -5
  • Cost motorized -5
  • HQ Supply Efficiency Bonus: 2
  • sce_frequency 0.3

10 - combined_arms_focus - Time on Target fire missions

10 - small_unit_tactics - Fire and movement

10 - decentralized_execution - Tactical unit - Squad

10 - technical_efficiency - Advanced air/land coordination

10 - training - Integrated operations

Mechanized Offensive

  • Historic Year: 1943
  • Tech ID: 6100
  • Prerequisites:
  • Effects:
  • Morale land 20
  • max_organization land 20
  • Breakthrough Chance: 2
  • Encirclement Chance: 2
  • Assault Chance: 2
  • Cost infantry 5
  • Cost artillery 5
  • Cost sp_artillery -5
  • Cost motorized -5
  • Cost mechanized -15
  • HQ Supply Efficiency Bonus: 2
  • sce_frequency 0.3

10 - combined_arms_focus - Artillery Proximity fuses

10 - small_unit_tactics - Tactical unit - Squad

10 - decentralized_execution - Air/Land mobility theory

10 - technical_efficiency - Advanced air/land coordination

10 - training - Advanced squad level tactics

Mass Assault Doctrine

  • Historic Year: 1938
  • Tech ID: 6110
  • Prerequisites:
  • Effects:
  • Morale land 30
  • Counterattack Chance: 4
  • Breakthrough Chance: 1
  • Encirclement Chance: 2
  • Assault Chance: 2
  • Ambush Chance: 2
  • New Model hq 1
  • Model is now obsolete. hq 0
  • Cost infantry -5
  • Speed hq 1
  • HQ Supply Efficiency Bonus: 1

9 - infantry_focus - Multiple pre-planned targets

9 - large_unit_tactics - Concentrated Attack

9 - centralized_execution - War by Timetable

9 - individual_courage - Over-the-Top Mentality

9 - training - Limited NCO initiative

Trench Warfare Doctrine

  • Historic Year: 1936
Tech ID: 6120
  • Prerequisites:
  • Effects:
  • Delay Chance: 4
  • Morale land 10
  • Cost infantry -5
  • HQ Supply Efficiency Bonus: 1

9 - infantry_focus - Organic divisional artillery

9 - large_unit_tactics - Fast Trench-building

9 - centralized_execution - Stringent Hierarchy

9 - individual_courage - Defend-every-inch Mentality

9 - training - Static machine gun use

Pre-planned Defense Doctrine

  • Historic Year: 1940
Tech ID: 6130
  • Prerequisites:
  • Effects:
  • Delay Chance: 4
  • Morale land 10
  • max_organization land 10
  • Tactical Withdrawal Chance: 2
  • Cost infantry -5
  • Cost anti_tank -5
  • HQ Supply Efficiency Bonus: 1
  • sce_frequency 0.1

9 - infantry_focus - Multiple Bunker lines

9 - large_unit_tactics - Layered minefields

9 - centralized_execution - Strongpoint Mentality

9 - individual_courage - Tunnel complex

9 - training - Local reserves

Central Planning Doctrine

  • Historic Year: 1942
Tech ID: 6140
  • Prerequisites:
  • Effects:
  • max_organization land 10
  • Counterattack Chance: 2
  • Cost infantry -5
  • Cost anti_tank -5
  • Speed hq 1
  • HQ Supply Efficiency Bonus: 1
  • sce_frequency 0.1

9 - infantry_focus - Artillery divisions

9 - large_unit_tactics - Multiple attack directions

9 - centralized_execution - Advanced staff planning

9 - individual_courage - Centralized artillery control

9 - training - Tactical unit - Company

Attritional Containment Doctrine

  • Historic Year: 1942
Tech ID: 6150
  • Prerequisites:
  • Effects:
  • max_organization land 5
  • Assault Chance: 3
  • Ambush Chance: 1
  • Cost artillery -5
  • Cost engineer -5
  • HQ Supply Efficiency Bonus: 1
  • sce_frequency 0.3

9 - infantry_focus - Field fortification emphasis

9 - large_unit_tactics - Operational reserves

9 - centralized_execution - Large unit counterattacks

9 - individual_courage - Static Gun emplacements

9 - training - Tactical unit - Company

Infiltration Assault Doctrine

  • Historic Year: 1942
Tech ID: 6160
  • Prerequisites:
  • Effects:
  • Morale land 50
  • Breakthrough Chance: 2
  • Encirclement Chance: 1
  • Assault Chance: 2
  • Ambush Chance: 5
  • Night Move infantry 10
  • Night Move paratrooper 10
  • Night Move marine 10
  • Night Move bergsjaeger 10
  • Night Move artillery 10
  • Night Move anti_tank 10
  • Night Move anti_air 10
  • Night Move engineer 10
  • Night Attack infantry 10
  • Night Attack paratrooper 10
  • Night Attack marine 10
  • Night Attack bergsjaeger 10
  • Night Attack engineer 10
  • Night Defence infantry 10
  • Night Defence paratrooper 10
  • Night Defence marine 10
  • Night Defence bergsjaeger 10
  • Night Defence engineer 10
  • Cost marine -5
  • Cost militia -10
  • Cost armor 5
  • HQ Supply Efficiency Bonus: 1
  • sce_frequency 0.3

9 - infantry_focus - Night Attacks

9 - large_unit_tactics - Dispersed Combat Elements

9 - centralized_execution - Staff: Terrain Assessment

9 - individual_courage - Hand-to-Hand combat focus

9 - training - Platoon level night combat training

Operational Stages Doctrine

  • Historic Year: 1942
Tech ID: 6170
  • Prerequisites:
  • Effects:
  • Tactical Withdrawal Chance: 2
  • Delay Chance: 2
  • max_organization land 15
  • Breakthrough Chance: 2
  • Encirclement Chance: 2
  • Assault Chance: 2
  • Ambush Chance: 2
  • Cost motorized -10
  • Cost infantry 10
  • HQ Supply Efficiency Bonus: 1
  • sce_frequency 0.3

9 - infantry_focus - Dedicated artillery

9 - large_unit_tactics - Dedicated air support

9 - centralized_execution - Secured Objectives Principle

9 - technical_efficiency - Squad SOP

9 - training - Tactical unit - Platoon

Assault Breakthrough

  • Historic Year: 1944
Tech ID: 6180
  • Prerequisites:
  • Effects:
  • Morale land 25
  • Tactical Withdrawal Chance: 3
  • Breakthrough Chance: 2
  • Assault Chance: 6
  • Ambush Chance: 2
  • New Model hq 2
  • Model is now obsolete. hq 1
  • Cost artillery -5
  • Cost engineer -5
  • Speed hq 1
  • HQ Supply Efficiency Bonus: 1
  • sce_frequency 0.3

9 - infantry_focus - Low level field artillery

9 - large_unit_tactics - Penetration reserves

9 - centralized_execution - Areas of responsibility

9 - individual_courage - Squad-level light machine guns

9 - training - Squad SOP

Infiltration in Depth

  • Historic Year: 1943
Tech ID: 6190
  • Prerequisites:
  • Effects:
  • Breakthrough Chance: 2
  • Encirclement Chance: 2
  • Ambush Chance: 6
  • New Model hq 2
  • Model is now obsolete. hq 1
  • Night Move infantry 40
  • Night Move paratrooper 40
  • Night Move marine 40
  • Night Move bergsjaeger 40
  • Night Move artillery 40
  • Night Move anti_tank 40
  • Night Move anti_air 40
  • Night Move engineer 40
  • Night Attack infantry 40
  • Night Attack paratrooper 40
  • Night Attack marine 40
  • Night Attack bergsjaeger 40
  • Night Attack engineer 40
  • Night Defence infantry 40
  • Night Defence paratrooper 40
  • Night Defence marine 40
  • Night Defence bergsjaeger 40
  • Night Defence engineer 40
  • Cost marine -5
  • Cost militia -10
  • Cost armor 5
  • Speed hq 1
  • HQ Supply Efficiency Bonus: 1
  • sce_frequency 0.3

9 - infantry_focus - Self-sustaining units

9 - small_unit_tactics - Isolated Combat Elements

9 - decentralized_execution - Mobile command posts

9 - individual_courage - Do-or-die Mentality

9 - training - Infantry assault tactics

Branch Interoperability

  • Historic Year: 1944
Tech ID: 6200
  • Prerequisites:
  • Effects:
  • Tactical Withdrawal Chance: 4
  • Breakthrough Chance: 2
  • Encirclement Chance: 4
  • Ambush Chance: 1
  • New Model hq 2
  • Model is now obsolete. hq 1
  • Cost mechanized -10
  • Cost armor -10
  • Speed hq 1
  • HQ Supply Efficiency Bonus: 2
  • sce_frequency 0.3

9 - combined_arms_focus - Combined arms operations

9 - small_unit_tactics - Long-Range Reconnaissance

9 - centralized_execution - Forward command posts

9 - technical_efficiency - Fire direction centers

9 - training - Tactical unit - squad

Mobility Focus

Mobility Focus Doctrine

  • Historic Year: 1936
  • Tech ID 6210
  • Prerequisites: None
  • Effects:
  • max_organization land 20
  • Activate Unit Type hq
  • New Model hq 0
  • Speed hq 1
  • Artillery Speedcap hq 1
  • Antitank Speedcap hq 1
  • AntiAir Speedcap hq 1
  • sce_frequency 0.1

10 - combined_arms_focus - Motorized Reconnaissance

10 - training - Basic infiltration tactics

10 - training - Shock tactics

10 - training - NCO responsibility

10 - training - Maneuver discipline

Spearhead Doctrine

  • Historic Year: 1937
  • Tech ID 6220
  • Prerequisites:
  • Effects:
  • Morale land 10
  • max_organization land 5
  • Counterattack Chance: 2
  • Breakthrough Chance: 2
  • Encirclement Chance: 4
  • Assault Chance: 2
  • Ambush Chance: 1
  • New Model hq 1
  • Model is now obsolete. hq 0
  • Cost light_armor -10
  • Speed hq 1
  • Artillery Speedcap hq 1
  • Antitank Speedcap hq 1
  • AntiAir Speedcap hq 1
  • HQ Supply Efficiency Bonus: 1
  • sce_frequency 0.2

10 - combined_arms_focus - Assault detachments

10 - small_unit_tactics - Tactical Reconnassaince

10 - decentralized_execution - Tactical unit - Platoon

10 - technical_efficiency - Infiltration to line of departure

10 - training - Officer training - Bad Toelz method

Delay Doctrine

  • Historic Year: 1939
  • Tech ID 6230
  • Prerequisites:
  • Effects:
  • max_organization land 5
  • Delay Chance: 4
  • Ambush Chance: 1
  • Cost infantry -5
  • Cost artillery -5
  • sce_frequency 0.1

10 - combined_arms_focus - Mobile Operational Deployments

10 - small_unit_tactics - Local Reserves

10 - decentralized_execution - Reverse-slope defence emphasis

10 - technical_efficiency - Multiple pre-planned artillery targets

10 - training - Emphasis on NCO initiative

Elastic Defense Doctrine

  • Historic Year: 1940
  • Tech ID 6240
  • Prerequisites:
  • Effects:
  • Tactical Withdrawal Chance: 4
  • max_organization land 5
  • Counterattack Chance: 2
  • Delay Chance: 2
  • Cost infantry -5
  • Cost artillery -5
  • HQ Supply Efficiency Bonus: 1
  • sce_frequency 0.1

10 - combined_arms_focus - Mobile reserves

10 - small_unit_tactics - Local counterattacks

10 - decentralized_execution - Local commands

10 - technical_efficiency - Nuisance minefields

10 - training - Infantry anti-tank tactics

Schwerpunkt Doctrine

  • Historic Year: 1937
  • Tech ID 6250
  • Prerequisites:
  • Effects:
  • Morale land 20
  • max_organization land 5
  • Breakthrough Chance: 2
  • Encirclement Chance: 2
  • Assault Chance: 2
  • Cost light_armor -5
  • Cost light_armor_brigade -5
  • Cost armor -10
  • HQ Supply Efficiency Bonus: 1
  • sce_frequency 0.3

10 - combined_arms_focus - Decentralized field artillery

10 - small_unit_tactics - Mobile Forward Elements

10 - decentralized_execution - Tactical unit - Squad

10 - technical_efficiency - Screening Minefields

10 - training - Squad-level light machine guns

Blitzkrieg Doctrine

  • Historic Year: 1938
  • Tech ID 6260
  • Prerequisites:
  • Effects:
  • Morale land 20
  • max_organization land 10
  • Breakthrough Chance: 4
  • Encirclement Chance: 4
  • Cost light_armor -5
  • Cost armor -10
  • Speed hq 1
  • Artillery Speedcap hq 1
  • Antitank Speedcap hq 1
  • AntiAir Speedcap hq 1
  • HQ Supply Efficiency Bonus: 1
  • sce_frequency 0.3
  • Efficiency: airborne_assault 0.2

10 - combined_arms_focus - Concentrated combined arms employment

10 - small_unit_tactics - Gefechtsaufklaerung (fighting recon.)

10 - decentralized_execution - Low level independent commands

10 - technical_efficiency - Forward air controllers

10 - training - Advanced Infantry - Armor cooperation

Kampfgruppe Doctrine

  • Historic Year: 1941
  • Tech 6270
  • Prerequisites:
  • Effects:
  • max_organization land 10
  • Ambush Chance: 3
  • New Model hq 2
  • Model is now obsolete. hq 1
  • Cost mechanized -5
  • Cost tank_destroyer -5
  • HQ Supply Efficiency Bonus: 1
  • sce_frequency 0.4

10 - combined_arms_focus - Self propelled support elements

10 - small_unit_tactics - Operational Reconnaissance Tactics

10 - decentralized_execution - Low level attachments

10 - technical_efficiency - Self-sufficient combat elements

10 - training - Infantry mounted combat tactics

Firebrigade Doctrine

  • Historic Year: 1943
  • Tech 6280
  • Prerequisites:
  • Effects:
  • max_organization land 5
  • Tactical Withdrawal Chance: 4
  • Counterattack Chance: 4
  • Delay Chance: 2
  • Cost infantry 10
  • Cost artillery 10
  • Cost motorized -10
  • Cost sp_artillery -10
  • HQ Supply Efficiency Bonus: 1
  • sce_frequency 0.2

10 - combined_arms_focus - Fluid battle mentality

10 - small_unit_tactics - Flexible combat formations

10 - decentralized_execution - Attack from march formation

10 - technical_efficiency - Advanced C3 capability

10 - training - Deploying subunits

Spearhead HQs

  • Historic Year: 1943
  • Tech Id 6290
  • Prerequisites:
  • Effects:
  • max_organization land 5
  • Breakthrough Chance: 4
  • Encirclement Chance: 2
  • Assault Chance: 1
  • Cost mechanized -10
  • Cost tank_destroyer -10
  • Speed hq 1
  • Artillery Speedcap hq 1
  • Antitank Speedcap hq 1
  • AntiAir Speedcap hq 1
  • HQ Supply Efficiency Bonus: 1
  • sce_frequency 0.3

10 - combined_arms_focus - Deep Reconnaissance Focus

10 - small_unit_tactics - Advanced sub-unit SOP

10 - decentralized_execution - Territorial zones of responsibility

10 - technical_efficiency - Enemy Disorganization Focus

10 - training - Self-sustaining units

Human Wave Doctrine

  • Historic Year: 1936
  • Tech Id 6300
  • Prerequisites:
  • Effects:
  • Morale land 50
  • max_organization land -10
  • Counterattack Chance: 2
  • Assault Chance: 2
  • Cost infantry -5
  • Cost cavalry -10
  • sce_frequency 0.1

10 - infantry_focus - High Echelon Fire Support

10 - large_unit_tactics - Advance under fire

10 - centralized_execution - General staff planning

10 - individual_courage - Blocking detachments

10 - training - Officer training - Frunze method

Large Front Doctrine

  • Historic Year: 1937
  • Tech Id 6310
  • Prerequisites:
  • Effects:
  • max_organization land 10
  • Tactical Withdrawal Chance: 2
  • Breakthrough Chance: 2
  • Encirclement Chance: 1
  • Assault Chance: 2
  • Cost infantry -5
  • Cost cavalry -10
  • sce_frequency 0.1

10 - infantry_focus - Artillery divisions

10 - large_unit_tactics - Wide attack area

10 - centralized_execution - Tactical unit - Battalion

10 - individual_courage - Multiple blocking detachments

10 - training - Discourage NCO initiative

Pocket Defense Doctrine

  • Historic Year: 1939
  • Tech Id 6320
  • Prerequisites:
  • Effects:
  • Counterattack Chance: 2
  • Delay Chance: 2
  • Cost infantry -5
  • Cost militia -10
  • sce_frequency 0.1

10 - infantry_focus - Artillery groups

10 - large_unit_tactics - All-around defence

10 - centralized_execution - Detailed army command planning

10 - individual_courage - Collective responsibility Mentality

10 - training - Static machine guns

Deep Operations Doctrine

  • Historic Year: 1940
  • Tech Id 6330
  • Prerequisites:
  • Effects:
  • Morale land 20
  • Breakthrough Chance: 2
  • Encirclement Chance: 2
  • Ambush Chance: 2
  • New Model hq 1
  • Model is now obsolete. hq 0
  • Cost infantry -5
  • Cost militia -10
  • Speed hq 1
  • HQ Supply Efficiency Bonus: 1
  • sce_frequency 0.2
  • Efficiency: airborne_assault 0.2

10 - combined_arms_focus - Mechanized forward elements

10 - large_unit_tactics - Self-sufficient commands

10 - centralized_execution - Forward command posts

10 - individual_courage - Long-Range reconnaissance

10 - training - Tactical unit - Company

Defense in Depth

  • Historic Year: 1941
  • Tech Id 6340
  • Prerequisites:
  • Effects:
  • max_organization land 10
  • Tactical Withdrawal Chance: 3
  • Counterattack Chance: 2
  • Delay Chance: 3
  • Cost infantry -5
  • Cost anti_tank -5
  • HQ Supply Efficiency Bonus: 1
  • sce_frequency 0.2

10 - combined_arms_focus - Counterpreparating artillery fire

10 - large_unit_tactics - Anti-tank gun fronts

10 - centralized_execution - Army reserves

10 - individual_courage - Layered minefields

10 - training - Large formation camouflage

Large Formation SOP Doctrine

  • Historic Year: 1941
  • Tech Id 6350
  • Prerequisites:
  • Effects:
  • max_organization land 10
  • Counterattack Chance: 2
  • Assault Chance: 2
  • New Model hq 2
  • Model is now obsolete. hq 1
  • Cost infantry 5
  • Cost militia 5
  • Cost cavalry 5
  • Cost motorized -5
  • Cost mechanized -5
  • Speed hq 1
  • HQ Supply Efficiency Bonus: 1
  • sce_frequency 0.2

10 - combined_arms_focus - Operational deception

10 - large_unit_tactics - Maskirovka

10 - centralized_execution - Mobile command posts

10 - individual_courage - Counter-reconnaissance

10 - training - Organic tank battalions

Breakthrough Priority Doctrine

  • Historic Year: 1943
  • Tech Id 6360
  • Prerequisites:
  • Effects:
  • Morale land 20
  • Breakthrough Chance: 4
  • Assault Chance: 2
  • Cost infantry 5
  • Cost militia 5
  • Cost cavalry 5
  • Cost motorized -5
  • Cost mechanized -5
  • Cost armor -5
  • HQ Supply Efficiency Bonus: 2
  • sce_frequency 0.25

8 - combined_arms_focus - Bind enemy in depth operations

8 - large_unit_tactics - Counterattack disruption priority

8 - centralized_execution - Staff - Enemy assessment

8 - individual_courage - Strict formation coordination

8 - training - Prolonged endurance

Movement Speed Offensive Doctrine

  • Historic Year: 1943
  • Tech Id 6370
  • Prerequisites:
  • Effects:
  • Morale land 20
  • Encirclement Chance: 2
  • Cost infantry 5
  • Cost militia 5
  • Cost cavalry 5
  • Cost motorized -5
  • Cost mechanized -5
  • Cost armor -5
  • HQ Supply Efficiency Bonus: 2
  • sce_frequency 0.25

8 - combined_arms_focus - Airmobile combined-arms formations

8 - large_unit_tactics - Deep penetration raids

8 - centralized_execution - Multi-dimensional offensives

8 - individual_courage - Specialized anti-recon detachments

8 - training - Camouflaged lines of departure

Land units

Hard Units

Soft Units

Brigades

Laos

Provinces

Country Required Provinces Extra Provinces
Tag Name Id Name Capital Id name
LAO Laos 1329 Vientiane C
1332 Nhommarath
1336 Pakse
1306 Luang Prabang

Tech Teams

LAO - Laos
11800 T11800 National University of Laos 2 1930 1970 CHE MGT MTH MCH

Technical Details

Events

Scenerios

1936

Possession of France

1938

Possession of France

1941

Possession of Japan

1944

Possession of Japan

Latvia

Latvia's strategy is based on a defensive doctrine. Her entire military should focus on just defending Latvia against the Soviet invasion in 1940. One should also strive to ally with other Baltic countries and Finland when that becomes possible or even ally with Germany, though that may mess up her invasion of France and the Low Countries. If the former allies are chosen instead of Germany, be sure to keep good relations with Germany in order to avoid being invaded by them.

Latvia starts the game already allied with Estonia, so should try and trade blueprints with each other as often as possible to boost the chance of surviving.

It is unlikely the other two Baltic states (unless human controlled) will do anything other than bow to Soviet pressure starting September 1939, so you cannot count on them to buy you any time at all.

Latvia

Latvia's strategy is based on a defensive doctrine. Her entire military should focus on just defending Latvia against the Soviet invasion in 1940. One should also strive to ally with other Baltic countries and Finland when that becomes possible or even ally with Germany, though that may mess up her invasion of France and the Low Countries. If the former allies are chosen instead of Germany, be sure to keep good relations with Germany in order to avoid being invaded by them.

Latvia starts the game already allied with Estonia, so should try and trade blueprints with each other as often as possible to boost the chance of surviving.

It is unlikely the other two Baltic states (unless human controlled) will do anything other than bow to Soviet pressure starting September 1939, so you cannot count on them to buy you any time at all.

Leader FAQ

Leaders

Why isn't Rommel in the game in 1936?

Before being promoted to the rank of Major General in September, 1939, Erwin Rommel was first an instructor and then commander of the War Academy in Wiener Neustadt. He is not in the game before 1939 because Major General is the lowest rank the game engine acknowledges.

How come I lose a lot of leaders?

A leader can be killed if he is involved in a battle and the current year is his death year. A leader's death year is contained in the leader files. There are a few tools in utilities section that can remove the death date, but they will only affect future games, not any saved games you may be playing.

I have some leaders left but why they are not assigned to armies with no leaders?

Make sure you turn on auto-assign and wait for one day. If it does not work, then one of these scenarios is true:

Why the leader's experience becomes 0 when I promote him?

It is reset to 0 every time you promote the leader. Also note that the leader's skill is reduced by one point as well with a promotion.

Does the historical promotion date in leader file allow my leader to be auto-promoted at that year?

No, it only determines the starting rank of leaders when the scenario starts.

Leader Traits

Template:Anthology

Generals can have distinct traits that offer various benefits on the units he commands.

The bitvalue is used for modding and is contained in the leaders\country.csv file. It used used to flag which traits a leader has. If a leader has multiple traits, simply add the bitvalues together. For example, if a leader has both winter specialist and panzer leader traits, the value would be 136 (8+128).

It is possible to modify leaders names to include details of their traits so a sort on names brings all of a type together. Here a sample file for the Soviets with an explanation on how to do it.

Land Unit Leader Traits

Logistics Wizard

Reduces fuel and supply consumption of non-moving units commanded by a leader with this trait (by -25%).

Bitvalue: 1

Defensive Doctrine

Increases defensive effectiveness of units commanded by a leader with this trait (by +10%).

Bitvalue: 2

Offensive Doctrine

Increases offensive effectiveness of units commanded by a leader with this trait (by +10%).

Bitvalue: 4

Winter Specialist

Increases the effectiveness of troops fighting in snow by +25% and Frozen terrain by +20%.

Bitvalue: 8

Trickster

The effects of this trait are, well... somewhat tricky: It increases the chance that the combat event Surprise will occur, on offense as well as on defense. This chance is further influenced by how advanced your own industrial research of Encryption and Decryption (E&D) technologies is relative to your opponent. Exact figures, however, apparently are unknown (at least for HoI2 version 1.2). I also do not know whether Skill Level of the Trickster leader is having an influence on the probability of a Surprise occurring.

When a successful Surprise has occured, combat efficiency of the opposing forces is reduced by 20% and it will read "Surprise" in their combat details pane. From gaming experience it has been my observation that Surprise is a rare event (in HoI2 version 1.2), probably not more than once in 20 battles, even with E&D fully researched.

A Trickster will also hide the exact division strength of his formation. In practical terms this means that when playing with counters on, the opponent will keep guessing whether there are 2 or 3 divisions in a "XXX" formation, and will never know how many there are in a "XXXX" formation (although four divisions is the minimum for "XXXX", while "XX" obviously is always one division only).

Bitvalue: 16

(last edited by Thomas Haegin on 20.09.2005, based on discussion in the HoI2 forums)

Engineer

Reduces river-crossing penalties during attacks by -20% for all units in the formation under a leader with this trait. The standard penalty for an infantry division is reduced from -50% to -30%, for an armored division (e.g. tanks) from -66% to -46% (in HoI version 1.2)

Bitvalue: 32

Fortress Buster

Reduces penalty inflicted by fortifications (by 25%).

Bitvalue: 64

Panzer Leader

Increases combat effectiveness of armoured and mechanized infantry divisions commanded by leader with this trait (by 10%).

Bitvalue: 128

Commando

Increases combat effectiveness of commando troops (mountaineers, marines and paratroopers) commanded by a leader with this trait by 10%. Effectiveness of any non -commando troops under a commando leader is reduced by 5%.

Bitvalue: 256

Old Guard

Leader gains experience at 1/3 of normal rate, units are not affected by this reduction

Bitvalue: 512

Naval Unit Leader Traits

Sea Wolf

Increases combat effectiveness of submarines (by 10%).

Bitvalue: 1024

Blockade-Runner

Decreases chance of being detected by enemy vessels.

Bitvalue: 2048

Superior Tactician

Increases combat effectiveness (by 10%).

Bitvalue: 4096

Spotter

Increases chance of detecting enemy vessels.

Bitvalue: 8192

Old Guard

Leader gains experience at 1/3 of normal rate, units are not affected by this reduction

Air Unit Leader Traits

Superior Tactician

Increases combat effectiveness in airborne fights (by 10%).

Bitvalue: 4096

Spotter

Increases chance of detecting enemy planes.

Bitvalue: 8192

Tank Buster

Increases combat effectiveness of tactical bombing missions (by 10%).

Bitvalue: 16384

Carpet Bomber

Increases combat effectiveness of strategic bombing missions (by 10%).

Bitvalue: 32768

Night Flyer

Reduces penalties when flying at night. +20 during night combat.

Bitvalue: 65536

Fleet Destroyer

Increases combat effectiveness of naval bombing missions (by 10%).

Bitvalue: 131072

Old Guard

Leader gains experience at 1/3 of normal rate, units are not affected by this reduction

Hearts Of Iron II - Doomsday

There are some differences. The terrain traits add 10% efficiency to that type of terrain which also results in a speed bonus for that terrain. You need to contrast the same kind of units under leaders with or with the trait to see the differences. Inf under a normal leader might have 93% efficiency in a battle in hill terrain, but the same units under a hills fighter could have 102% efficiency.

Another major difference to Hears of Iron II is that leader traits are ignored if land/air/naval units are over their leader's command limit. Thus a land unit with two Infantry divisions commanded by a Major General with Logistic Wizard and Offensive Doctrine as trait will not see a reduction in oil/supply consumption nor will it receive a combat bonus if in combat.

New Land Unit Leader Traits

Traits with bonus in certain terrains

Desert Fox

Bonus in Desert

Bitvalue: 262144

Jungle Rat

Bonus in Jungle

Bitvalue: 524288

Urban Warfare Specialist

Bonus in Urban Areas

Bitvalue: 1048576

Ranger

Bonus in Forests

Bitvalue: 2097152

Mountaineer

Bonus in Mountains

Bitvalue: 4194304

Hills Fighter

Bonus in Hills


Bitvalue: 8388608

Traits with increased chance for combat events

Counter Attacker

Increased Chance for Counter Attack combat event

Bitvalue: 16777216

Assaulter

Increased Chance for Assault combat event

Bitvalue: 33554432

Encircler

Increased Chance for Encirclement combat event

Bitvalue: 67108864

Ambusher

Increased Chance for Ambush combat event

Bitvalue: 134217728

Disciplined

Increased Chance for Delay combat event

Bitvalue: 268435456

Elastic Defence Specialist

Increased Chance for Tactical Withdrawal combat event

Bitvalue: 536870912

Blitzer

Increased Chance for Breakthrough combat event

Bitvalue: 1073741824

New Naval Unit Leader Traits

New Air Unit Leader Traits

Leaders


Leaders command military units in the game, for every 1 level of experience they have they give their troops 5+ in combat. Government leaders are called ministers , all who have different advantages, though some are totally useless.

See also: Leader FAQ

Liberia

Overview

Liberia is a small one province country on the southwestern coast of Africa. Like all other micro-powers it starts with a small outdated force. It is also limited in expansion prospects and has limited technical capabilities. However, It has one big thing going for it, and thats the US of A.

Technology

Like all micro's Liberia only has one tech slot. However, Liberia only has two tech teams at the beginning, so it isn't that bad. The best thing to do it research IC techs with the Liberian Rubber Company. It also helps to get as many blueprints as possible from the USA.

Diplomacy

You start out as a puppet government of the USA. In your position, you are surrounded by the colonial holdings of France and the Untied Kingdom.

Potential Allies

Economy

You start off with 2 IC, and the energy and metal to keep those two IC running. A few extra rare materials can be traded for supplies, but that's about it. Your manpower gain is 11 per year, but there's simply not enough IC to use all of it.

Intelligence

It's not worth it to use the intelligence system, since you need the money for more important things.

Armed forces

Army

You start out with 2 1918 infantry divisions in your one province. Your best bet is to build only infantry, since your entire country is jungle.

Navy

You start with 1 transport flottila. This is fine for your little transporting needs. It isn't necessary to build an extensive navy because as a puppet of America, if you get in wars, then America gets in the wars too, and America is much more capable of guarding the seas then you can.

Air force

It's best not to build an air force, since you don't have the manpower or IC to spare to make planes. Also, your location in Africa means that you are pretty far away from most action, and your single research slot is much better used on industrial, infantry and doctrine techs.

Strategy

Try for a land grab near the end of the SCW, to get their reachable African colonies. Then, when war with Vichy comes, take as much of Africa as you can.

Pro's

Powerful Ally-USA

Con's

1.Bad tech teams

2.Little chance for outward expansion.

3.No Navy

4.No Air Force

5.Horrid terrain in your country

Liberia

Overview

Liberia is a small one province country on the southwestern coast of Africa. Like all other micro-powers it starts with a small outdated force. It is also limited in expansion prospects and has limited technical capabilities. However, It has one big thing going for it, and thats the US of A.

Technology

Like all micro's Liberia only has one tech slot. However, Liberia only has two tech teams at the beginning, so it isn't that bad. The best thing to do it research IC techs with the Liberian Rubber Company. It also helps to get as many blueprints as possible from the USA.

Diplomacy

You start out as a puppet government of the USA. In your position, you are surrounded by the colonial holdings of France and the Untied Kingdom.

Potential Allies

Economy

You start off with 2 IC, and the energy and metal to keep those two IC running. A few extra rare materials can be traded for supplies, but that's about it. Your manpower gain is 11 per year, but there's simply not enough IC to use all of it.

Intelligence

It's not worth it to use the intelligence system, since you need the money for more important things.

Armed forces

Army

You start out with 2 1918 infantry divisions in your one province. Your best bet is to build only infantry, since your entire country is jungle.

Navy

You start with 1 transport flottila. This is fine for your little transporting needs. It isn't necessary to build an extensive navy because as a puppet of America, if you get in wars, then America gets in the wars too, and America is much more capable of guarding the seas then you can.

Air force

It's best not to build an air force, since you don't have the manpower or IC to spare to make planes. Also, your location in Africa means that you are pretty far away from most action, and your single research slot is much better used on industrial, infantry and doctrine techs.

Strategy

Try for a land grab near the end of the SCW, to get their reachable African colonies. Then, when war with Vichy comes, take as much of Africa as you can.

Pro's

Powerful Ally-USA

Con's

1.Bad tech teams

2.Little chance for outward expansion.

3.No Navy

4.No Air Force

5.Horrid terrain in your country

Light Armored Brigade

Armoured units allow real projection of power on the battlefield. Their speed and firepower make them lethal against all but the best entrenched Infantry. However, as tanks become heavier, their speeds will reduce accordingly. They also require a constant supply of fuel to remain in the field and if this vital supply is severed, the armoured unit will be almost useless.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
Light Tank 8 2 3 3 3 -8 5 60 2 0.7 1.5 0.5 1.0

Light Armored Division

Armoured units allow real projection of power on the battlefield. Their speed and firepower make them lethal against all but the best entrenched Infantry. However, as tanks become heavier, their speeds will reduce accordingly. They also require a constant supply of fuel to remain in the field and if this vital supply is severed, the armoured unit will be almost useless.

Light armored divisions upgrade to basic medium armor divisions. The advanced light armor tech allows you to build a light armor brigade which can be added to almost every kind of division.

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
Tankette 30 30 2 1 6 2 10 8 30 17 150 7 8 1.6 3 1 30 1.0 1.0 9 9 9 9
Basic Light Tank 30 30 2 2 7 5 15 10 30 20 155 7 10 1.8 4 1 30 0.5 1.0 11 11 11 11
Improved Light Tank 30 30 3 3 8 6 20 12 30 21 170 7 10 2.0 5 1 30 0.5 1.0 11 11 11 11


Brigades allowed

Notes

Light Cruiser

Template:ARMA v1.2 Light Cruisers are little more than large destroyers. They are usually lightly armored to give good speed and range. They are normally used in an escort role for capital ships like battleships or carriers, granting protection mainly from enemy air attacks, but also from enemy submarines.

Light Cruiser Statistics

Model Year Air Attack Air Def. Sea Attack Sub Attack Sea Def Shore Bombard Distance Visi-
bility
Surface Detect Sub Detect Air Detect Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Range
Great War Light Cruiser 1936 1 2 4 1 3 1 0.18 60 2 3 2 3.0 200 0.5 22 0.36 0.38 1500
Early Light Cruiser 1936 2 2 6 1 4 2 0.22 60 2 4 3 4.0 220 0.5 25 0.36 0.38 2000
Basic Light Cruiser 1936 4 3 8 2 5 3 0.23 60 2 5 4 5.0 220 1.0 26 0.38 0.38 2500
Improved Light Cruiser 1938 8 4 9 2 6 4 0.24 60 2 6 5 6.0 220 1.0 29 0.38 0.40 3000
Advanced Light Cruiser 1941 10 4 10 3 7 4 0.25 60 2 7 7 7.0 230 1.0 30 0.40 0.40 3500
Semi-Modern Light Cruiser 1945 12 5 11 4 8 4 0.26 60 3 8 9 8.0 230 1.0 30 0.40 0.40 4000
Modern Light Cruiser 1948 15 7 12 5 9 4 0.26 60 4 9 11 8.0 230 1.0 30 0.40 0.40 4300

Brigades allowed

Notes

Light aircraft models 1939-1950

This page has the major power plane designs with their requirements. They are broken down by major power and year.

United States of America

Plane Armament/Payload Engine (hp) Notes
1939
Curtiss P-40 Tomahawk
  • MG, 12.7 mm
1360
Curtiss P-40C Tomahawk IIB
  • MG, 7.62 mm
  • MG, 12.7 mm
1090
Douglas A-24 Dauntless
  • MG, 12.7 mm
  • MG, 7.7 mm
  • Bombs, 454 kg
  • Bombs, 45 kg
1000 Torpedo Plane
1940
Grumann F4F-3 Wildcat
  • MG, 12.7 mm
1200
1941
Curtiss P-40D Warhawk
  • MG, 12.7 mm
  • Cannon, 20 mm
1150
Curtiss P-40E Kittyhawk I
  • MG, 12.7 mm
1150
Republic P-47B Thunderbolt
  • MG, 12.7 mm
2000
1942
P-40F Warhawk
  • MG, 12.7 mm
  • Bombs 227 kg
1300 Dive Bomber
North American P-51B Mustang
  • MG, 12.7 mm
1620
Grumann F6F-3 Hellcat
  • MG, 12.7 mm
2000
Grumann TBF Avenger
  • MG, 12.7 mm
  • Torpedo, 559 mm
1700 Torpedo Plane
1943
Curtiss P-40N Warhawk
  • MG, 12.7 mm
  • Bombs, 726 kg
1200 Dive Bomber
Republic P-47C Thunderbolt
  • MG, 12.7 mm
2000
Republic P-47D Thunderbolt
  • MG, 12.7 mm
2300
North American P-51D Mustang
  • MG, 12.7 mm
  • Rockets, 127 mm
1695
Chance Vought F4U Corsair
  • MG, 12.7 mm
2000
Curtiss SB2C Helldiver (A-25)
  • MG, 12.7 mm
  • Cannon, 20 mm
  • Bombs, 907 kg
1700 Torpedo Plane
1944
Grumann F6F-5 Hellcat
  • MG, 12.7 mm
  • Rockets, 127 mm
2000
Republic P-47N Thunderbolt
  • MG, 12.7 mm
  • Bombs, 1134 kg
2800 Dive Bomber
North American P-51H Mustang
  • MG, 12.7 mm
  • Rockets, 127 mm
2218
Grumann TBM-3 Avenger
  • MG, 12.7 mm
  • Torpedo, 559 mm
750 Torpedo Plane
1945
Grumann F8F-1B Bearcat
  • MG, 20 mm
  • Rockets, 127 mm
2100
Bell XP-83
  • MG, 12.7 mm
3628 kg thrust
Bell P-59 Airacomet
  • MG, 12.7 mm
  • Bombs, 454 kg
1814 kg thrust
1947
RAC F-84 Thunderjet
  • MG, 12.7 mm
  • Rockets, 127 mm
2222 kg thrust

Germany

Plane Armament/Payload Engine (hp) Notes
1939
Messerschmitt Bf 109E2 Emil
  • MG, 7.9 mm
  • Cannon, 20 mm
1150
Junkers Ju 87B Stuka
  • MG, 7.9 mm
  • Bombs, 50 kg
  • Bombs, 250 kg
1200 Dive Bomber
Heinkel He 115
  • MG, 7.9 mm
970 Torpedo Plane
1940
Messerschmitt Bf 109E3 Emil
  • MG, 7.9 mm
  • Cannon, 20 mm
1300
Heinkel He 100
  • MG, 7.9 mm
  • Cannon, 20 mm
1175
Junkers Ju 87D
  • MG, 7.9 mm
  • Cannon, 20 mm
  • Bombs, 800 kg
1300 Dive Bomber
1941
Messerschmitt Bf 109F2 Friedrich
  • MG, 7.9 mm
  • MG, 15 mm
1300
Focke-Wulf Fw 190A-1
  • MG, 7.9 mm
1660
Focke-Wulf Fw 190A-2
  • MG, 7.9 mm
  • Cannon, 20 mm
1660
Junkers Ju 87R
  • MG, 7.9 mm
  • Bombs, 250 kg
1200 Dive Bomber
1942
Messerschmitt Bf 109G2
  • MG, 7.9 mm
  • Cannon, 20 mm
1475
Focke-Wulf Fw 190A-5
  • 21x Rocket Tubes, 210 mm WGr.
  • Cannon, 20 mm
1800
Focke-Wulf Fw 190G-3
  • MG, 7.9 mm
  • Cannon, 20 mm
  • Bombs, 250 kg
1700 Dive Bomber
1943
Messerschmitt Bf 109G6
  • Cannon, 30 mm
  • Cannon, 20 mm
  • MG, 13 mm
1475
Messerschmitt Bf 109G10
  • MG, 13 mm
  • Cannon, 30 mm
1850
Focke-Wulf Fw 190A-8
  • MG, 13 mm
  • Cannon, 20 mm
1730
Focke-Wulf Fw 190D-1
  • MG, 13mm
  • Cannon, 20 mm
1776 Renamed to Fw 190D-2
Focke-Wulf Fw 190F-3
  • 21x Rocket Tubes, 210 mm WGr.
  • MG, 7.9 mm
  • Cannon, 20 mm
1730
Focke-Wulf Fw 190G-6
  • MG, 13 mm
  • Cannon, 20 mm
  • Bombs, 250 kg
1450 Dive Bomber
1944
Messerschmitt Bf 109K2
  • MG, 15 mm
  • Cannon, 30 mm
1550
Messerschmitt Bf 109K4
  • MG, 13 mm
  • Cannon, 30 mm
2000
Focke-Wulf Fw 190D-9
  • MG, 13 mm
  • Cannon, 20 mm
  • Cannon, 30 mm
1776
Focke-Wulf Fw 190F-9
  • MG, 13 mm
  • Cannon, 20 mm
  • Bombs, 250 kg
2000
Messerschmitt Me 163 Komet
  • Cannon, 20 mm
1701 kg thrust Rocket Fighter
Messerschmitt Me 262A-1a Schwalbe
  • Cannon, 30 mm
1800 kg thrust Jet Aircraft
Messerschmitt Me 262A-2a Sturmvogel
  • Cannon, 30 mm
  • Bombs, 250 kg
1800 kg thrust Dive Bomber Jet
1945
Messerschmitt Bf 109K6
  • MG, 13 mm
  • Cannon, 30 mm
2000
Heinkel He 162 Volksjäger
  • Cannon, 20 mm
  • Cannon, 30 mm
800 kg thrust | Jet Fighter
Messerschmitt Me 262A-1b Sturmvogel
  • Cannon, 30 mm
  • Rockets, 55 mm
1800 kg thrust Dive Bomber Jet
Focke Wulf Ta 152H1
  • Cannon, 20 mm
  • Cannon, 30 mm
  • Rockets, 55 mm
1750 Dive Bomber Jet
1946
Horten Ho 229
  • Cannon, 30 mm
  • Bombs, 1000 kg
1800 kg thrust Dive Bomber Jet

Japan

Plane Armament/Payload Engine (hp) Notes
1939
Nakajima Ki-27 Nate
  • MG, 7.7 mm
780
Aichi D3A2 Val
  • MG, 7.7 mm
  • Bombs, 60 kg
  • Bombs, 250 kg
1075 Dive Bomber
Nakajima B5N2 Kate
  • MG, 7.7 mm
  • Torpedos, 457 mm
1115 Torpedo Plane
1940
Mitsubishi A6M2 Zero
  • MG, 7.7 mm
  • Cannon, 20 mm
925
1941
Mitsubishi A6M3 Zero
  • MG, 7.7 mm
  • Cannon, 20 mm
1130
Mitsubishi A6M5 Zero
  • MG, 7.7 mm
  • Cannon, 20 mm
1130
Yokosuka D4Y Suisei
  • MG, 7.7 mm
  • MG, 7.9 mm
  • Bombs, 30 kg
  • Bombs, 250 kg
1560 Dive Bomber
1943
Nakajima Ki-43-II Hayabusa
  • MG, 12.7 mm
1130
Nakajima Ki-44-II Shoki
  • MG, 12.7 mm
1520
Nakajima Ki-84-Ia Hayate
  • MG, 13 mm
2000
Kawanishi N1K1-J Shiden
  • Cannon, 20 mm
1990
Nakajima B6N Tenzan
  • MG, 7.7 mm
  • Torpedos, 457 mm
1850 Torpedo Plane
1944
Mitsubishi A6M6 Zero
  • MG, 13 mm
  • Cannon, 20 mm
1130
Nakajima Ki-84-Ib Hayate
  • Cannon, 20 mm
1825
Nakajima Ki-84-Ic Hayate
  • Cannon, 20 mm
  • Cannon, 30 mm
1900
Kawanishi N1K2-J Shiden
  • Cannon, 20 mm
1990
1944
Mitsubishi A6M8 Zero
  • MG, 13 mm
  • Cannon, 20 mm
1560
Mitsubishi J8M1 Shusui
  • Cannon, 30 mm
1500 kg thrust Komet Copy
Aichi B7A2 Ryusei
  • MG, 7.92 mm
  • MG, 13 mm
  • Cannon, 20 mm
1560 Torpedo Plane
1946
Nakajima Kikka
  • Cannon, 20 mm
2474 kg thrust Jet Aircraft, the plane historically had no armament

Soviet Union

Plane Armament/Payload Engine (hp) Notes
Pre 1939
Polikarpov I-15 (1935)
  • PV-1 MG, 7.62 mm
480 M-22
Polikarpov I-15 (1937)
  • PV-1 MG, 7.62 mm
630 M-25
Polikarpov I-15bis (1937)
  • PV-1 MG, 7.62 mm
750 M-25B
Polikarpov I-153 (1938)
  • ShKAS MG, 7.62 mm
  • RS-82 Rockets, 57mm
900 M-62
1939
Polikarpov I-16 Type 24
  • ShKAS MG, 7.62 mm
900 M-63
Polikarpov I-16 Type 27
  • ShKAS MG, 7.62 mm
  • ShVAK Cannon, 20 mm
800 M-62
Polikarpov I-16 Type 28
  • ShKAS MG, 7.62 mm
  • ShVAK Cannon, 20 mm
900 M-83
1940
Polikarpov I-16 Type 29
  • ShKAS MG, 7.62 mm
  • BS MG, 12.7 mm
900 M-63
Mikoyan-Gurevich MiG-1
  • ShKAS MG, 7.62 mm
  • UBS MG, 12.7 mm
  • Bombs, 220 kg OR RS-82 Rockets, 57 mm
1350 AM-35A
Mikoyan-Gurevich MiG-3
  • ShKAS MG, 7.62 mm
  • UBS MG, 12.7 mm
  • Bombs, 220 kg OR RS-82 Rockets, 57 mm
1350 AM-35A
Yakolev Yak-1
  • ShKAS MG, 7.62 mm
  • UBS MG, 12.7 mm OR RS-82 Rockets, 57 mm
  • Bombs, 200 kg
1180 M-105PF
Sukhoi Su-2
  • ShKAS MG, 20 mm
  • UBT MG, 12.7 mm OR RS-82 Rockets, 57 mm
  • Bombs, 1000-4000 kg
950 M-88
1941
Lavochkin-Gorbunov-Goudkov LaGG-3
  • ShKAS MG, 7.62 mm
  • BS MG, 12.7 mm
  • ShVAK Cannon, 20 mm
  • RS-82 Rockets, 57 mm
1180 M-105P
Yakolev Yak-7
  • ShKAS MG, 7.62 mm
  • ShVAK Cannon, 20 mm
  • RS-82 Rockets, 57 mm
1050 M-105PA
Ilyushin Il-2
  • ShKAS MG, 7.62 mm
  • ShVAK Cannon, 20 mm
  • Bombs, 1000 kg OR RS-82 Rockets, 57 mm
1665 AM-38
Polikarpov U-2VS Kukuruznik
  • ShKAS MG, 7.62 mm OR DA MG
  • Bombs, 350-500 kg
115 M-11D
1942
Yakolev Yak-7A
  • ShKAS MG, 7.62 mm
  • ShVAK Cannon, 20 mm
  • RS-82 Rockets, 57 mm
1050 M-150PA
Yakolev Yak-7B
  • UBS MG, 12.7 mm
  • ShVAK Cannon, 20 mm
  • Bombs, 200 kg OR RS-82 Rockets, 57 mm
1180 M-105PF
Yakolev Yak-9
  • UBS MG, 12.7 mm
  • ShVAK Cannon, 20 mm
1180 M-105PF
Lavochkin La-5
  • ShVAK Cannon, 20 mm OR SP Cannon
1540 M-82
Ilyushin Il-2M
  • ShKAS MG, 7.62 mm
  • UBT MG, 12.7 mm
  • VYa-23 Cannon, 23 mm
  • Bombs, up to 1000 kg
  • RS-82 Rockets, 57 mm OR RS-132 Rockets, 82 mm
1720 AM-38F
Sukhoi Su-4
  • UBT MG, 12.7 mm
  • ShKAS Cannon, 20 mm
  • Bombs, 1000-4000 kg
1400 M-82
1943
Yakolev Yak-1b
  • UBT MG, 12.7 mm
  • ShVAK Cannon, 20 mm
1180 M-105PF
Lavochkin-Gorbunov-Goudkov LaGG-3 1943 modification
  • BS MG, 12.7 mm
  • ShVAK Cannon, 20 mm
  • RS-82 Rockets, 57 mm
1210 M-105PF
Yakolev Yak-9D
  • UBS MG, 12.7 mm
  • ShVAK Cannon, 20 mm
1180 M-105PF
Yakolev Yak-9T
  • UBS MG, 12.7 mm
  • NS-37 Cannon, 37 mm
1180 M-105PF
Yakolev Yak-9U
  • UBS MG, 12.7 mm
  • ShVAK Cannon, 20 mm
1500 M-82FN
Lavochkin La-5FN
  • ShVAK Cannon, 20 mm OR SP Cannon
1700 M-82FN
Yakolev Yak-3
  • UBS MG, 12.7 mm
  • ShVAK Cannon, 20 mm
1800 VK-107A
1944
Lavochkin La-7
  • B-20 Cannon, 20 mm
  • Bombs, 200 kg
1850 ASh-82FN
Ilyushin Il-10
  • ShKAS MG, 7.62 mm
  • UBT MG, 12.7 mm OR UB-20 Cannon, 20 mm
  • VYa-23 Cannon, 23 mm OR NS-23 Cannon, 23 mm
2000 AM-42
1945
Lavochkin La-11
  • Cannon, 23 mm
  • Bombs, 200 kg
1850 ASh-82FN
1946
Yakolev Yak-15
  • Cannon, 23 mm
900 kg thrust RD-10
Mikoyan-Gurevich MiG-9
  • Cannon, 23 mm
  • Cannon, 37 mm
2x800 kg thrust RD-20
1947
Mikoyan-Gurevich MiG-15
  • Cannon, 23 mm
  • Cannon, 37 mm
2270 kg thrust RD-45F
1949
Mikoyan-Gurevich MiG-17
  • NR-23 Cannon, 23 mm
  • N-37D Cannon, 37 mm
2700 kg thrust VK-1A

United Kingdom

Plane Armament/Payload Engine (hp) Notes
1939
Supermarine Spitfire
  • MG, 7.7 mm
1030
Hawker Hurricane IIA
  • MG, 7.7 mm
  • Bombs, 113 kg
1030 Dive Bomber
Fairey Albacore
  • MG, 7.7 mm
  • Bombs, 730 kg
1130 Torpedo Plane
1940
Hawker Hurricane IIB
  • MG, 7.7 mm
  • Bombs, 113 kg
1280 Dive Bomber
Supermarine Spitfire II
  • MG, 7.7 mm
1030
1941
Hawker Hurricane IIC
  • Cannon, 20 mm
  • Bombs, 113 kg
1280 Dive Bomber
Supermarine Spitfire VB
  • Cannon, 20 mm
  • MG, 7.7 mm
1470
1942
Supermarine Spitfire IX
  • Cannon, 20 mm
  • MG, 7.7 mm
1565
Hawker Typhoon 1B
  • Cannon, 20 mm
  • Bombs, 227 kg
2180 Dive Bomber
1943
Hawker Tempest V
  • Cannon, 20 mm
  • Bombs, 907 kg
2420 Dive Bomber
Fairey Barracuda Mk. I
  • MG, 7.7 mm
  • Torpedos, 460 mm
1260 Torpedo Plane
1944
Supermarine Spitfire XIV
  • Cannon, 20 mm
  • MG, 7.7 mm
2050
Gloster Meteor I
  • Cannon, 20 mm
1540 kg thrust Jet Fighter
1945
Fairey Barracuda Mk. V
  • MG, 7.7 mm
  • Torpedoes, 460 mm
1640 Torpedo Plane
Blackburn B-37 Firebrand
  • Cannon, 20 mm
  • Bombs, 454 kg
1730 kg thrust Torpedo Plane
Gloster Meteor III
  • Cannon, 20 mm
1814 kg thrust
1946
Gloster Meteor IV
  • Cannon, 20 mm
3176 kg thrust

France

Plane Armament/Payload Engine (hp) Notes
1939
Morane-Saulnier M.S.406
  • MG, 7.5 mm
  • Cannon, 20 mm
860
Latécoère Laté 298
  • MG, 7.5 mm
880 Torpedo Plane
1940
Dewoitine D.520S
  • MG, 7.5 mm
  • Cannon, 20 mm
910
1941
Morane-Saulnier M.S.410
  • MG, 7.5 mm
  • Cannon, 20 mm
860
Arsenal VG-33
  • MG, 7.5 mm
  • Cannon, 20 mm
860
1943
Bloch MB.157 bis
  • MG, 7.5 mm
  • Cannon, 20 mm
1587 Dive Bomber
Arsenal VG-39
  • MG, 7.5 mm
  • Cannon, 20 mm
1280
1944
Latécoère Laté 299
  • MG, 7.5 mm
880 Torpedo Plane

Italy

Plane Armament/Payload Engine (hp) Notes
1939
Macchi C.200 Saetta
  • MG, 12.7 mm
  • MG, 7.7 mm
870
Reggiane Re.2000 Falco
  • MG, 12.7 mm
Breda Ba.65
  • MG, 12.7 mm
  • MG, 7.7 mm
  • Bombs, 500 kg
1000 Dive Bomber
Cant Z.501 Gabbiano
  • MG, 7.7 mm
  • Bombs, 640 kg
900 Torpedo Plane
1940
Fiat G.50
  • MG, 12.7 mm
870
1941
Macchi C.202
  • MG, 12.7 mm
  • MG, 7.7 mm
870
Reggiane Re.2001 Ariete
  • MG, 12.7 mm
1175
1942
Macchi C.205V Veltro
  • MG, 12.7 mm
  • Cannon, 20 mm
1475
Reggiane Re.2002 Ariete II
  • MG, 12.7 mm
  • MG, 7.7 mm
1175
1943
Fiat G.55 Centauro
  • MG, 12.7 mm
  • Cannon, 20 mm
1475
Macchi C.205N Orione
  • MG, 12.7 mm
  • Cannon, 20 mm
1475
Reggiane Re.2005 Sagittario
  • Cannon, 20 mm
1475
1944
Fiat G.57
  • Cannon, 20 mm
1945
Fiat G.59
  • Cannon, 20 mm
1490

References

World in Flames Game

Links

Official pages

Official pages @ Paradox

General information about the game and releated material.

Forums

HoI2 forums

The official Paradox forums is the place to go for discussing HoI2 and getting answers to any questions you might have that HOI2Wiki leaves unanswered. Also useful for finding out what's happening in the modding community.

HoI2 Doomsday forums

The official Paradox forums for HoI2 Doomsday and Armageddon.

Foro Élite

Forum in Spanish about HoI2 .... and HoI, Crusader King, Victoria and Europa Universalis 2.

French Forums on HoI

Strategium - Hearts of Iron I, II & III

Le QG - French

Italian Forums on HoI

Netwargamingitalia Hearts of Iron 2

Battlegrounds of Paradox - Hearts of Iron 1 e 2

Chinese Forums on HoI

52pcgame-one of the most active Paradox fan's fortress

Lord Ederon's Forums

Forum with multiple active multiplayer groups playing HoI2, EU3 and other Paradox games.

Press

Reviews

Previews

Interviews and other stuff

Fansites

Template:CORE link

The Stony Road

N!ghty's site with graphical mod tutorials, downloads, and other goodies.

Strategium Alliance

French site with forum (there's an english subsection)

Battlegrounds of Paradox

Italian site with forum

Domain of Lord Ederon

Lord Ederon's site dedicated to Paradox games. Contains original programs, useful downloads on-line maps, printable maps and other goodies. Also active forum with emphasis on multiplayer.

Eufi.org

Biggest Polish fansite and forum dedicated to Paradox games

Heartsofiron.fi

Finnish Hearts of Iron site. News, Downloads, Discussion, Multiplayer games, AAR's, Screenshot galleries (all users can post their screenshots), Links and much more.

Heartsofiron2.de

German site with forum, chat and other stuff.

DMP-Site

Home of the Design-Mod-Project, German and English forum

A.E.I.O.U. Forum

Website for A.E.IO.U., Germania, Phantasia and other Mods

HoI2 Mods Portal

Spanish site with all necessary for enjoy with HoI2


Custom Music

Military Music

Here is a good link of military marching tunes that you may like to use for playing HoI2


Other Wikis

German HoI-Wiki

German language wiki

Ukrainian wiki

RU language wiki

Linking to HOI2Wiki

If you wish to link to this site, feel free to use one of these images:

File:Wiki2.gif File:Wiki370 90.jpg File:Wiki93 33.gif

List of Component Types

Component Types

Each tech in HoI2 has five components and each component has a type. Tech teams have up to five specializations for a component type. There are 34 component types in HoI2. Sadly, it is not possible to add any at this point. However, you can change their appearance and their displayed (not the internally used) name. There is no game mechanical difference between the red doctrine component types and the blue technical component types.

The graphic that holds the pics for the tech types is found at /gfx/interface/tc_icons.bmp . The names for the components are found in /config/tech_names.csv .

List

aeronautics aeronautics used for aircraft frames and propulsion systems and some air doctrines. Also used for the carrier techs.
aircraft_testing aircraft_testing used for air doctrines
artillery artillery used for infantry, armor, artillery and fighters
bomber_tactics bomber_tactics used for air doctrines
carrier_tactics carrier_tactics used for naval doctrines
decentralized_execution centralized_execution used for all doctrine types
chemistry chemistry used for industrial techs, artillery, bombers and some secret weapons
combined_arms_focus.png combined_arms_focus used for air and land doctrines
decentralized_execution decentralized_execution used for all doctrine types
electronics electronics used for some infantry, all armor and artillery, all ship and aircraft and some industrial techs (computers, radar)
fighter_tactics fighter_tactics used for air doctrines
general_equipment general_equipment used for infantry and submarine techs
individual_courage individual_courage used for land doctrines
industrial_engineering industrial_engineering used for industry techs
infantry_focus infantry_focus used for land doctrines
large_taskforce_tactics large_taskforce_tactics used for naval doctrines
large_unit_focus large_unit_focus not used
large_unit_tactics large_unit_tactics used for land doctrines
management management used for industry and logistic techs
mathematics mathematics used for computer and cryptography techs. Also used for some secret weapons and logistics techs
mechanics mechanics used mainly for armor, motorized/mechanized infantry and artillery brigades
naval_artillery naval_artillery used for ships
naval_engineering naval_engineering used for ships
naval_training naval_training used for naval doctrines
nuclear_engineering nuclear_engineering used for nuclear techs and some secret weapons. Note: research is made faster by nuclear reactors
nuclear_physics nuclear_physics used for nuclear techs. Note: research is made faster by nuclear reactors
piloting piloting used for air doctrines
rocketry rocketry used for rocketry techs, jets and some of the advanced infantry techs. Note: research is made faster by rocket test sites
seamanship seamanship used for naval doctrines
small_taskforce_tactics small_taskforce_tactics used for naval doctrines
small_unit_tactics small_unit_tactics used for land doctrines
submarine_tactics submarine_tactics used for naval_doctrines
technical_efficiency technical_efficiency used for some land doctrines and prototypes of vehicles, ships and aircraft
training training used for all land doctrines and a lot of infantry techs

List of countries

This list of countries covers all countries which exist within HoI2, listed alphabetically.

Template:Compacttoc

Country Abbr Region Capital 1936 1939 1941 1944
Afghanistan AFG Central Asia Kabul Neutral Neutral Neutral Neutral
Albania ALB South Europe Tirana Neutral Possession of Italy Possession of Italy Possession of Germany
Algeria ALG North Africa Algiers Possession of France Possession of France Possession of Vichy France Possession of France
Angola ANG Southern Africa Loanda Possession of Portugal Possession of Portugal Possession of Portugal Possession of Portugal
Arab Federation ARA Middle East Cairo Possession of France and UK Possession of France and UK Possession of Vichy and UK Possession of France and UK
Argentina ARG South America Buenos Aires Neutral Neutral Neutral Neutral
Armenia ARM Middle East Yerevan Possession of the USSR Possession of the USSR Possession of the USSR Possession of the USSR
Australia AST Pacific Canberra Allied with UK Allied with UK Allied with UK Allied with UK
Austria AUS Central Europe Vienna Neutral Possession of Germany Possession of Germany Possession of Germany
Azerbaijan AZE Middle East Baku Possession of the USSR Possession of the USSR Possession of the USSR Possession of the USSR
Belgium BEL Western Europe Brussels Neutral Neutral Ally of the UK Ally of the UK
Benin-Sahel BEN West Africa Porto-Novo Possession of France Possession of France Possession of Vichy Possession of France
Bhutan BHU Central Asia Punakha Puppet of the UK Puppet of the UK Puppet of the UK Puppet of the UK
Bolivia BOL South America La Paz Neutral Neutral Neutral Neutral
Bosnia BOS Southern Europe Sarajevo Possession of Yugoslavia Possession of Yugoslavia Possession of Germany Possession of Germany
Brazil BRA South America Goias Neutral Neutral Neutral Neutral
Brunei BRU Southeast Asia Miri Possession of the UK Possession of the UK Possession of the UK Possession of the UK
Bulgaria BUL Eastern Europe Sofia Neutral Neutral Neutral Ally of Germany
Burma BUR Southeast Asia Rangoon Possession of the UK Possession of the UK Possession of the UK Possession of the UK
Byelorussia BLR Eastern Europe Minsk Possession of the USSR Possession of the USSR Possession of the USSR Possession of Germany
California CAL North America Sacremento Possession of the USA Possession of the USA Possession of the USA Possession of the USA
Cambodia CMB Southeast Asia Phnom Penh Possession of France Possession of France Possession of Japan Possession of Japan
Cameroon CAM Central Africa Yaounde Possession of France Possession of France Possession of France Possession of France
Canada CAN North America Ottawa Ally of the UK Ally of the UK Ally of the UK Ally of the UK
Chile CHL South America Santiago Neutral Neutral Neutral Neutral
Colombia COL South America Barranquilla Neutral Neutral Neutral Neutral
Communist China CHC China Yan'an At war with Nationalist China
Confederate States CSA North America Birmingham Possession of the USA Possession of the USA Possession of the USA Possession of the USA
Congo CON Central Africa Leopoldville Possession of Belgium Possession of Belgium Possession of Belgium Possession of Belgium
Costa Rica COS Central America San Jose Neutral Neutral Neutral Neutral
Croatia CRO Southern Europe Zagreb Possession of Yugoslavia Possession of Yugoslavia Possession of Yugoslavia Possession of Germany
Cuba CUB Caribbean Havana Neutral Neutral Neutral Neutral
Cyprus CYP Middle East Cyprus Possession of the UK Possession of the UK Possession of the UK Possession of the UK
Czechoslovakia CZE Central Europe Prague Neutral Possession of Germany Possession of Germany Possession of Germany
DDR DDR Central Europe Berlin Possession of Germany Possession of Germany Possession of Germany Possession of Germany
Denmark DEN Central Europe Copenhagen Neutral Neutral Possession of Germany Possession of Germany
Dominican Republic DOM Caribbean Santo Domingo Neutral Neutral Neutral Neutral
East African Union EAU East Africa Possession of the UK Possession of the UK Possession of the UK Possession of the UK
Ecuador ECU South America Quito Neutral Neutral Neutral Neutral
Egypt EGY North Africa Cairo Possession of the UK Possession of the UK Possession of the UK Possession of the UK
El Salvador SAL Central America San Salvador Neutral Neutral Neutral Neutral
Equitorial Africa EQU Central Africa Bangui Possession of France Possession of France Possession of France Possession of France
Estonia EST Eastern Europe Tallinn Neutral Neutral Possession of the USSR Possession of Germany
Ethiopia ETH East Africa Addis Ababa At war with Italy Possession of Italy Possession of Italy Neutral
Euskadi EUS Western Europe Bilbao Possession of Republican Spain Possession of Nationalist Spain Possession of Nationalist Spain Possession of Nationalist Spain
Finland FIN Scandanavia Helsinki Neutral Neutral Neutral Ally of Germany
Flanders FLA Western Europe Brussels Possession of Belgium Possession of Belgium Possession of Germany Possession of Germany
France FRA Western Europe Paris Ally of the UK Ally of the UK Ally of the UK Ally of the UK
FRG DFR Central Europe Cologne Possession of Germany Possession of Germany Possession of Germany Possession of Germany
Gabon GAB Central Africa Brazzaville Possession of France Possession of France Possession of France Possession of France
Georgia GEO Middle East Tbilisi Possession of the USSR Possession of the USSR Possession of the USSR Possession of the USSR
Germany GER Central Europe Berlin Leader of the Axis Leader of the Axis Leader of the Axis Leader of the Axis
Gold Coast GLD West Africa Accra Possession of the UK Possession of the UK Possession of the UK Possession of the UK
Greece GRE South Europe Athens Neutral Neutral Neutral
Guangxi Clique CGX China Guangzhou Neutral
Guinea GUI West Africa Conakry Possession of France Possession of France Possession of France Possession of France
Guatemala GUA Central America Guatemala Neutral Neutral Neutral Neutral
Guyana GUY South America Georgetown Neutral Neutral Neutral Neutral
Haiti HAI Caribbean Port-au-Prince Neutral Neutral Neutral Neutral
Honduras HON Central America Tegucigalpa Neutral Neutral Neutral Neutral
Hungary HUN Eastern Europe Budapest Neutral Neutral Ally of Germany Ally of Germany
Iceland ICL Western Europe Reykjavik Possession of Denmark Possession of Denmark Possession of the USA Possession of the USA
India IND Central Asia Delhi Possession of the UK Possession of the UK Possession of the UK Possession of the UK
Indochina IDC Southeast Asia Haiphong Possession of France Possession of France Possession of Japan Possession of Japan
Indonesia INO Southeast Asia Djokjakarta Possession of the Netherlands Possession of the Netherlands Possession of the Netherlands Possession of Japan
Iraq IRQ Middle East Baghdad Puppet of the UK Puppet of the UK Puppet of the UK Puppet of the UK
Ireland IRL Western Europe Dublin Neutral Neutral Neutral Neutral
Israel ISR Middle East Tel Aviv Possession of the UK Possession of the UK Possession of the UK Possession of the UK
Italian Socialist Republic RSI Southern Europe Milan Possession of Italy Possession of Italy Possession of Italy Ally of Germany
Italy ITA Southern Europe Rome Neutral Neutral Ally of Germany
Japan JAP East Asia Tokyo Neutral Neutral Neutral Ally of Germany
Jordan JOR Middle East Amman Possession of the UK Possession of the UK Possession of the UK Possession of the UK
Kazakhstan KAZ Central Asia Alma Ata Possession of the USSR Possession of the USSR Possession of the USSR Possession of the USSR
Korea KOR East Asia Seoul Possession of Japan Possession of Japan Possession of Japan Possession of Japan
Kurdistan KUR Middle East Mosul Possession of Iraq and others Possession of Iraq and others Possession of Iraq and others Possession of Iraq and others
Kyrgyzstan KYR Central Asia Frunze Possession of the USSR Possession of the USSR Possession of the USSR Possession of the USSR
Laos LAO Southeast Asia Vientiane Possession of France Possession of France Possession of Japan Possession of Japan
Latvia LAT Eastern Europe Riga Neutral Neutral Possession of the USSR Possession of Germany
Lebanon LEB Middle East Beirut Possession of France Possession of France Possession of Vichy Possession of France
Libya LBY North Africa Tripoli Possession of Italy Possession of Italy Possession of Italy Possession of the UK
Liberia LIB West Africa Monrovia Puppet of the USA Puppet of the USA Puppet of the USA Puppet of the USA
Luxembourg LUX Western Europe Luxembourg Neutral Neutral Possession of Germany Possession of Germany
Madagascar MAD Southern Africa Tananarive Possession of France Possession of France Possession of Vichy Possession of France
Malaysia MLY Southeast Asia Kuala Lumpur Possession of the UK Possession of the UK Possession of the UK Possession of Japan
Mali MAL West Africa Dakar Possession of France Possession of France Possession of France Possession of France
Manchukuo MAN East Asia Mukden Puppet of Japan Puppet of Japan Puppet of Japan Puppet of Japan
Mengkukuo MEN China Hohhot Possession of Shanxi Possession of Japan Possession of Japan Possession of Japan
Mexico MEX Central America Mexico City Neutral Neutral Neutral Neutral
Mongolia MON China Ulan Baator Puppet of the USSR Puppet of the USSR Puppet of the USSR Puppet of the USSR
Montenegro MTN Southern Europe Podgorica Possession of Yugoslavia Possession of Yugoslavia Possession of Germany Possession of Germany
Morocco MOR North Africa Casablanca Possession of France Possession of France Possession of Vichy Possession of France
Mozambique MOZ Southern Africa Lourenco Marques Possession of Portugal Possession of Portugal Possession of Portugal Possession of Portugal
Namibia NAM Southern Africa Windhoek Possession of South Africa Possession of South Africa Possession of South Africa Possession of South Africa
Nationalist China CHN China Nanjing Major power
Nationalist Spain SPA Western Europe Burgos Possession of Republican Spain Neutral Neutral Neutral
Nepal NEP Central Asia Kathmandu Puppet of the UK Puppet of the UK Puppet of the UK Puppet of the UK
Netherlands HOL Western Europe Amsterdam Neutral Neutral Ally of the UK Ally of the UK
New Zealand NZL Pacific Wellington Ally of the UK Ally of the UK Ally of the UK Ally of the UK
Nicaragua NIC Central America Managua Neutral Neutral Neutral Neutral
Nigeria NIG Central Africa Kaduna Possession of the UK Possession of the UK Possession of the UK Possession of the UK
Norway NOR Scandinavia Oslo Neutral Neutral Possession of Germany Possession of Germany
Oman OMN Middle East Mascate Puppet of the UK Puppet of the UK Puppet of the UK Puppet of the UK
Ottoman Empire OTT Middle East Ankara Possession of Turkey Possession of Turkey Possession of Turkey Possession of Turkey
Pakistan PAK Central Asia Lahore Possession of the UK Possession of the UK Possession of the UK Possession of the UK
Palestine PAL Middle East Jerusalem Possession of the UK Possession of the UK Possession of the UK Possession of the UK
Panama PAN Central America Panama Neutral Neutral Neutral Neutral
Paraguay PAR South America Asuncion Neutral Neutral Neutral Neutral
Peru PER South America Lima Neutral Neutral Neutral Neutral
People's Republic of Korea PRK East Asia Pyongyang Possession of Japan Possession of Japan Possession of Japan Possession of Japan
Persia PER Middle East Teheran Neutral Neutral Neutral
Philippines PHI Southeast Asia Manila Puppet of the USA Puppet of the USA Puppet of the USA Puppet of the USA
Poland POL Eastern Europe Warsaw Neutral Neutral Possession of Germany Possession of Germany
Portugal POR Western Europe Lissabon Neutral Neutral Neutral Neutral
Primorsk PRI East Asia Vladivostok Possession of the USSR Possession of the USSR Possession of the USSR Possession of the USSR
Quebec QUE North America Quebec City Possession of Canada Possession of Canada Possession of Canada Possession of Canada
Republican Spain SPR Western Europe Madrid Neutral Possession of Nationalist Spain Possession of Nationalist Spain Possession of Nationalist Spain
Rhodesia RHO Southern Africa Bulawayo Possession of the UK Possession of the UK Possession of the UK Possession of the UK
Romania ROM Eastern Europe Bucharest Neutral Neutral Ally of Germany Ally of Germany
Russia RUS Eastern Europe Leningrad Possession of the USSR Possession of the USSR Possession of the USSR Possession of the USSR
Sarawak SAR Southeast Asia Kuching Possession of the UK Possession of the UK Possession of the UK Possession of Japan
Saudi Arabia SAU Middle East Riyadh Neutral Neutral Neutral Neutral
Scandinavia SCA Scandinavia Stockholm Possession of Sweden and others Possession of Sweden and others Possession of Sweden and others Possession of Sweden and others
Scotland SCO Western Europe Edinburgh Possession of the UK Possession of the UK Possession of the UK Possession of the UK
Serbia SER Southern Europe Belgrade Possession of Yugoslavia Possession of Yugoslavia Possession of Yugoslavia Possession of Germany
Shanxi CSX China Taiyuan Neutral Possession of Japan
Siam SIA Southeast Asia Thom Buri Neutral Neutral Puppet of Japan
Sibiria SIB Central Asia Novosibirsk Possession of the USSR Possession of the USSR Possession of the USSR Possession of the USSR
Sierra Leone SIE West Africa Freetown Possession of the UK Possession of the UK Possession of the UK Possession of the UK
Sinkiang SIK Central Asia Urumqi Neutral
Slovakia SLO Eastern Europe Banska Bystrica Possession of Czechoslovakia Ally of Germany Ally of Germany Ally of Germany
Slovenia SLV Southern Europe Ljubljana Possession of Yugoslavia Possession of Yugoslavia Possession of Yugoslavia Possession of Germany
Somalia SOM East Africa Mogadishu Possession of Possession of Possession of Possession of
South Africa SAF Southern Africa Pretoria Allied with the UK Allied with the UK Allied with the UK Allied with the UK
Soviet Union SOV Eastern Europe Moscow Leader of the Comintern Leader of the Comintern Leader of the Comintern Leader of the Comintern
Sudan SUD East Africa Khartoum Possession of the UK Possession of the UK Possession of the UK Possession of the UK
Switzerland SCH Central Europe Bern Neutral Neutral Neutral Neutral
Sweden SWE Scandinavia Stockholm Neutral Neutral Neutral Neutral
Syria SYR Middle East Damascus Possession of France Possession of France Possession of Vichy Possession of France
Tajikistan TAJ Central Asia Stalinabad Possession of the USSR Possession of the USSR Possession of the USSR Possession of the USSR
Tannu Tuva TAN Central Asia Kyzyl Puppet of the USSR
Texas TEX North America San Antonio Possession of the USA Possession of the USA Possession of the USA Possession of the USA
Tibet TIB Central Asia Lhasa Neutral
Transural Republic TRA Central Asia Sverdlovsk Possession of the USSR Possession of the USSR Possession of the USSR Possession of the USSR
Tunisia TUN North Africa Tunis Possession of France Possession of France Possession of Vichy Possession of France
Turkey TUR Middle East Ankara Neutral Neutral Neutral Neutral
Turkmenistan TRK Central Asia Ashgabat Possession of the USSR Possession of the USSR Possession of the USSR Possession of the USSR
Ukraine UKR Eastern Europe Kiev Possession of the USSR Possession of the USSR Possession of the USSR Possession of the USSR
United Kingdom ENG Western Europe London Leader of the Allies Leader of the Allies Leader of the Allies Leader of the Allies
Uruguay URU South America Montevideo Neutral Neutral Neutral Neutral
USA USA North America Washington D.C. Neutral Neutral Neutral Ally of the UK
Uzbekistan UZB Central Asia Tashkent Possession of the USSR Possession of the USSR Possession of the USSR Possession of the USSR
Venezuela VEN South America Caracas Neutral Neutral Neutral Neutral
Vichy France VIC Western Europe Vichy Possession of France Possession of France Puppet of Germany Puppet of Germany
Vietnam VIE Southeast Asia Haiphong Possession of France Possession of France Possession of Japan Possession of Japan
Wallonia WLL Western Europe Liege Possession of Belgium Possession of Belgium Possession of Germany Possession of Germany
Xibei San Ma CXB China Jinchang Allied with Nationalist China
Yemen YEM Middle East Sanaa Puppet of the UK Puppet of the UK Puppet of the UK Puppet of the UK
Yugoslavia YUG Southern Europe Osijek Neutral Neutral Neutral Possession of Germany
Yunnan CYN China Kunming Neutral

Lithuania

Lithuania's strategy is based purely on a defensive doctrine. One of her strengths is the good generals she has, the low point is the mere 5 IC the game starts with. To build up IC declare war on Estonia and annex them before they can fight back. Always research Infantry Doctrines to help the defense or Agrichemistry to build up manpower. One should be sure to produce an efficient army and build a few land forts and concentrate them in one province,then when the Soviets attack they will encircle Vilnius but they won't attack it. The Soviets will remain around Vilnius until the Germans arrive and drive them out. Choose an efficient Foreign Minister and keep giving Germany rare materials, this will maintain good relations with Germany and they won't annex Lithuania. If this has worked properly Germany should annex Soviet Union in three years and Lithuania will be free from aggressors.

Lithuania

Lithuania's strategy is based purely on a defensive doctrine. One of her strengths is the good generals she has, the low point is the mere 5 IC the game starts with. To build up IC declare war on Estonia and annex them before they can fight back. Always research Infantry Doctrines to help the defense or Agrichemistry to build up manpower. One should be sure to produce an efficient army and build a few land forts and concentrate them in one province,then when the Soviets attack they will encircle Vilnius but they won't attack it. The Soviets will remain around Vilnius until the Germans arrive and drive them out. Choose an efficient Foreign Minister and keep giving Germany rare materials, this will maintain good relations with Germany and they won't annex Lithuania. If this has worked properly Germany should annex Soviet Union in three years and Lithuania will be free from aggressors.

Luxemburg

Fort Luxemburg

It is possible to survive alone as Luxemburg by building 10 land forts and just sitting there. It will be one of the most boring games you are ever likely to play though and you will not be influencing anything at all until well after the war for Europe has been won (and even then you can only ally with the victor or you will still be unable to do anything). Far better to ally with one side or the other early on.

Find an Ally

First of all, make sure to increase your interventionism each year, as you need either a high interventionism or a dictatorship government to enter alliances while still at peace. Answer events to gain yourself more interventionism and authoritarianism: when "Law Policy Initiative" comes up, choose to "Side with the Ultrarightists", and when a "Rogue Politician" appears, certainly "Ignore him". With the right events, you should have a Paternal Autocrat government by 1937.

Joining the Allies

Allying with the allies while having these 10 forts will not noticeably affect their chances in Europe as there is still plenty of space north of you for the axis to roll through.

Joining the Axis

You could try getting an alliance with Germany so that they conquer France through your territory, giving you French provinces. This will not work with some of the patches, unfortunately (1.2 and up?), as Germany will not take provinces for you just by passing through your country.

To obtain an alliance with Germany, start from the 1936 campaign and immediately begin trading your metal and a tiny bit of rare materials with Germany for enough energy to stay positive and as much money as you can get. If necessary, forgo both research and production in order to produce more money. This trade with Germany will gradually improve your negative relations; the more favourable the trade to Germany, the more quickly relations will improve. As you start gaining energy from trade, you will automatically convert some of this to a tiny amount of oil. Give this oil to Germany in a separate trade agreement.

When your relations with Germany reach +50, this is the highest the trade agreements will raise you. At least by the beginning of 1938, start influencing Germany. By this time, your cash reserve and your interventionism level will be so high that you should have enough money to get German relations high enough so that the "Join Alliance" option will have 100% chance of success. When this succeeds, you can end all one-sided trade agreements and maybe actually begin some research or production.

Once you are part of the Axis, your main worry is France. If Germany and the Allies go to war, France will invade you immediately. Either take military control of Germany to reinforce Luxemburg heavily, or, if you don't like taking military control, make certain that Germany never goes to war with the Allies until you are ready to defend Luxemburg. One way of doing this is by declaring war on Tibet, or anyone who isn't in danger of overrunning you. This should stop the "Danzig or war" event from firing, and it will hopefully guarantee a war that will not reach your tiny duchy.

Luxemburg

Fort Luxemburg

It is possible to survive alone as Luxemburg by building 10 land forts and just sitting there. It will be one of the most boring games you are ever likely to play though and you will not be influencing anything at all until well after the war for Europe has been won (and even then you can only ally with the victor or you will still be unable to do anything). Far better to ally with one side or the other early on.

Find an Ally

First of all, make sure to increase your interventionism each year, as you need either a high interventionism or a dictatorship government to enter alliances while still at peace. Answer events to gain yourself more interventionism and authoritarianism: when "Law Policy Initiative" comes up, choose to "Side with the Ultrarightists", and when a "Rogue Politician" appears, certainly "Ignore him". With the right events, you should have a Paternal Autocrat government by 1937.

Joining the Allies

Allying with the allies while having these 10 forts will not noticeably affect their chances in Europe as there is still plenty of space north of you for the axis to roll through.

Joining the Axis

You could try getting an alliance with Germany so that they conquer France through your territory, giving you French provinces. This will not work with some of the patches, unfortunately (1.2 and up?), as Germany will not take provinces for you just by passing through your country.

To obtain an alliance with Germany, start from the 1936 campaign and immediately begin trading your metal and a tiny bit of rare materials with Germany for enough energy to stay positive and as much money as you can get. If necessary, forgo both research and production in order to produce more money. This trade with Germany will gradually improve your negative relations; the more favourable the trade to Germany, the more quickly relations will improve. As you start gaining energy from trade, you will automatically convert some of this to a tiny amount of oil. Give this oil to Germany in a separate trade agreement.

When your relations with Germany reach +50, this is the highest the trade agreements will raise you. At least by the beginning of 1938, start influencing Germany. By this time, your cash reserve and your interventionism level will be so high that you should have enough money to get German relations high enough so that the "Join Alliance" option will have 100% chance of success. When this succeeds, you can end all one-sided trade agreements and maybe actually begin some research or production.

Once you are part of the Axis, your main worry is France. If Germany and the Allies go to war, France will invade you immediately. Either take military control of Germany to reinforce Luxemburg heavily, or, if you don't like taking military control, make certain that Germany never goes to war with the Allies until you are ready to defend Luxemburg. One way of doing this is by declaring war on Tibet, or anyone who isn't in danger of overrunning you. This should stop the "Danzig or war" event from firing, and it will hopefully guarantee a war that will not reach your tiny duchy.

Madagascar

Madagascar is both an island off the east coast of southern africa and a potential country in the 1936 scenerio.

It can be created by the Vichy France event.

Main Page

The Hearts of Iron II encyclopedia.

About this site

Hearts of Iron II is a grand strategy computer game by Paradox Interactive .

Sections

Major Power

The term, Major Power is used to define a nation in HoI2 that has more than 40 IC at the beginning of the scenario . Standard major powers include United Kingdom , Germany and Soviet Union as the heads of the major alliances, Allies , Axis and Comintern respectively. Japan and the USA are also major powers in most scenarios although usually not attached to any alliance at that point.

Major Power

The term, Major Power is used to define a nation in HoI2 that has more than 40 IC at the beginning of the scenario . Standard major powers include United Kingdom , Germany and Soviet Union as the heads of the major alliances, Allies , Axis and Comintern respectively. Japan and the USA are also major powers in most scenarios although usually not attached to any alliance at that point.

Manchukuo

Provinces

Country Required Provinces Extra Provinces
Tag Name Id Name Capital Id name
MAN Manchukuo 1389 Mukden C
1390 Xinjing
1377 Liaoyuan
1378 Jilin
1375 Mudanjiang
1374 Jiamusi
1379 Harbin
1530 Heihe
1380 Qiqihar
1387 Ulan Hot
1382 Hailar
1381 Mohe
1394 Andong
1395 Yingkou
1396 Jinxi
1388 Chifeng
1397 Changde

Tech Teams

Technical Details

Events

Scenerios

Manchukuo strategy

1936

Possession of ??

1938

Possession of ??

1941

Possession of ??

1944

Possession of ??

Manchukuo strategy


Background

Manchukuo starts as a Puppet state, created as a slave of Japan . But Japan's success could lead to opportunities for your own "Empire".

Walkthrough for 1936 Scenario

Preparing for War

Important Research (Note: Manchuria has terrible tech teams, but can rely on Japanese blueprints. You may be stuck with 1930s technology well into the 1940s, just do what you can do.)

Trades

1936-37

Focus purely on industries. Make sacrifices to all other production for this. It is preferable to have 40 IC but if this becomes unrealistic, above 30 is fine.

Politics-wise, shift around your ministers to increase your IC and Industrial research. Pu Yi helps to fight dissent.

Sino-Japan War

When your venture into mass industrialization is complete, focus on building entirely infantry and modern cavalry. Do not bother doing this if you're still at a 1918 level.

As a puppet state, a stronger Japan means a stronger Manchuria. Help the Japanese invasion as much as possible, hold strong positions, charge into weak positions. Be as aggressive as possible with the Chinese; if you're lucky, Nationalist China will be defeated or at least stuck in a tough position.

During this period, don't bother with a Navy or Air Force. Though it would display that you're a real country, with your technology they would be useless.

To give you an edge in the war, shift your military leaders to give you an infantry bonus.

When Mengchukuo is created and has a good amount of troops, take control of their army. If a stalemate ever occurs, they can help relieve your attack forces from defending a position.

By the time 1939 rolls around, you can try to upgrade all your infantry to 1939 quality. It would be preferable and would guarantee a somewhat modern army for years to come.

Pacific War

By the time 1941 rolls around, you should have a massive army of brute strength.

If you wish to help out in the Japanese conquest of Asia, build a Naval Base and transports. Don't bother building up a strong naval force, it's too late to research Naval technology or at least the Great War ships. You might as well have a raft armed with firecrackers.

I recommend you help the invasion of South East Asia or the Philippeans. You don't want to stretch your supply line too thin by sending your armies deep into the Pacific.

Now, the American AI is very sporadic and not realistic sometimes. The Manchurian coasts are in constant threat of invasion which could spell certain doom for you. Unless you can afford a large coastal/land fortress network, I recommend you keep several divisons in Manchukuo as a defense force. The Americans will never send more then a few divisions thanks to the Japanese Navy. If you have up-to-date Garrisons, build them across your coast prior to the war.

By this time, the German invasion of Russia has begun. Sit back, fight the Chinese (or Americans), and cheer for a German victory.

Starting in 1941 or as early as 1940, begin replacing your troops in China with troops from Mengchukuo. You don't want to remove your presence so much that the Chinese will begin overpowering the Japanese, however. Move your troops to the Siberian and Mongolian borders.

Japanese-Soviet War

This is it, what you've been building up for all these years. When the Germans overrun Moscow/Caucasus (1942/1943) and things look grim for our Red Friends, declare war on the Soviet Union. The sooner you DOW the Comintern, the more land you can sieze from the Soviets. The Great Manchurian Empire must expand at the price of the Soviets. Make sure you are strong enough to attack eariler on, worst case scenario wait until the Germans reach the Soviet Far East and expand into the remains.

First attack, Blitzkrieg throughout Mongolia. Do not use your troops from Mengchukuo to help. Make sure you have a large enough army to race Japan for Mongolia, don't let them take any useful lands for themselves. If you have cavalry or tanks, use them here. Do not use any divisions with artillery, it will slow you down. When Mongolia falls, Tannu Tuva will be a piece of cake.

In the Soviet Far East, use 40% of your armies against Vladivostok and neighboring provinces. Make sure to also strike further on into every province bordering yours. As a sign of thier looming defeat to Germany, the Soviets should be very weak. Don't be as hostile to Japanese help in this region.

If you're feeling lucky, you can attack the USSR as early as 1941, but like Japan, you will be in a fight for your life if you attack earlier.

You may find yourself overwhelmed by Soviet territory and sporadic resistance, do not bother taking over regions with terrible infrastructure and low resources. Only do this if there are large armies to encircle. If you conquer Mongolia, send your large Mongolian armies directly to Central Asia. It is loosly guarded and contains the Soviet Industries moved from the West during the start of Barbarossa. Good news for your IC, bad news for Russia's. With these captured, it will be the USSR's death sentance.

Another event you need to be worried about is the Bitter Peace event. Not that you have a choice, just hope it doesn't happen or you will lose almost everything.

Whats next for Manchukuo?

Help Japan defeat its enemies in Asia. If you haven't already, finish of the Chinese (by this time, they should be in a very difficult position) and British India. If Japan hasn't touched Australia or New Zealand and your navy is up for the challenge, you could invade both countries.

Manchukuo strategy


Background

Manchukuo starts as a Puppet state, created as a slave of Japan . But Japan's success could lead to opportunities for your own "Empire".

Walkthrough for 1936 Scenario

Preparing for War

Important Research (Note: Manchuria has terrible tech teams, but can rely on Japanese blueprints. You may be stuck with 1930s technology well into the 1940s, just do what you can do.)

Trades

1936-37

Focus purely on industries. Make sacrifices to all other production for this. It is preferable to have 40 IC but if this becomes unrealistic, above 30 is fine.

Politics-wise, shift around your ministers to increase your IC and Industrial research. Pu Yi helps to fight dissent.

Sino-Japan War

When your venture into mass industrialization is complete, focus on building entirely infantry and modern cavalry. Do not bother doing this if you're still at a 1918 level.

As a puppet state, a stronger Japan means a stronger Manchuria. Help the Japanese invasion as much as possible, hold strong positions, charge into weak positions. Be as aggressive as possible with the Chinese; if you're lucky, Nationalist China will be defeated or at least stuck in a tough position.

During this period, don't bother with a Navy or Air Force. Though it would display that you're a real country, with your technology they would be useless.

To give you an edge in the war, shift your military leaders to give you an infantry bonus.

When Mengchukuo is created and has a good amount of troops, take control of their army. If a stalemate ever occurs, they can help relieve your attack forces from defending a position.

By the time 1939 rolls around, you can try to upgrade all your infantry to 1939 quality. It would be preferable and would guarantee a somewhat modern army for years to come.

Pacific War

By the time 1941 rolls around, you should have a massive army of brute strength.

If you wish to help out in the Japanese conquest of Asia, build a Naval Base and transports. Don't bother building up a strong naval force, it's too late to research Naval technology or at least the Great War ships. You might as well have a raft armed with firecrackers.

I recommend you help the invasion of South East Asia or the Philippeans. You don't want to stretch your supply line too thin by sending your armies deep into the Pacific.

Now, the American AI is very sporadic and not realistic sometimes. The Manchurian coasts are in constant threat of invasion which could spell certain doom for you. Unless you can afford a large coastal/land fortress network, I recommend you keep several divisons in Manchukuo as a defense force. The Americans will never send more then a few divisions thanks to the Japanese Navy. If you have up-to-date Garrisons, build them across your coast prior to the war.

By this time, the German invasion of Russia has begun. Sit back, fight the Chinese (or Americans), and cheer for a German victory.

Starting in 1941 or as early as 1940, begin replacing your troops in China with troops from Mengchukuo. You don't want to remove your presence so much that the Chinese will begin overpowering the Japanese, however. Move your troops to the Siberian and Mongolian borders.

Japanese-Soviet War

This is it, what you've been building up for all these years. When the Germans overrun Moscow/Caucasus (1942/1943) and things look grim for our Red Friends, declare war on the Soviet Union. The sooner you DOW the Comintern, the more land you can sieze from the Soviets. The Great Manchurian Empire must expand at the price of the Soviets. Make sure you are strong enough to attack eariler on, worst case scenario wait until the Germans reach the Soviet Far East and expand into the remains.

First attack, Blitzkrieg throughout Mongolia. Do not use your troops from Mengchukuo to help. Make sure you have a large enough army to race Japan for Mongolia, don't let them take any useful lands for themselves. If you have cavalry or tanks, use them here. Do not use any divisions with artillery, it will slow you down. When Mongolia falls, Tannu Tuva will be a piece of cake.

In the Soviet Far East, use 40% of your armies against Vladivostok and neighboring provinces. Make sure to also strike further on into every province bordering yours. As a sign of thier looming defeat to Germany, the Soviets should be very weak. Don't be as hostile to Japanese help in this region.

If you're feeling lucky, you can attack the USSR as early as 1941, but like Japan, you will be in a fight for your life if you attack earlier.

You may find yourself overwhelmed by Soviet territory and sporadic resistance, do not bother taking over regions with terrible infrastructure and low resources. Only do this if there are large armies to encircle. If you conquer Mongolia, send your large Mongolian armies directly to Central Asia. It is loosly guarded and contains the Soviet Industries moved from the West during the start of Barbarossa. Good news for your IC, bad news for Russia's. With these captured, it will be the USSR's death sentance.

Another event you need to be worried about is the Bitter Peace event. Not that you have a choice, just hope it doesn't happen or you will lose almost everything.

Whats next for Manchukuo?

Help Japan defeat its enemies in Asia. If you haven't already, finish of the Chinese (by this time, they should be in a very difficult position) and British India. If Japan hasn't touched Australia or New Zealand and your navy is up for the challenge, you could invade both countries.

Manual index

A correction note: The page numbers in the below list differ by +2 in relation to the printed manual. So for example "Industrial Capacity" is shown as being on page 7, but it actually is on page 5 in the manual. So mentally adjust the numbers accordingly.


Download the index as Excel file

Section Page
Advanced Air Strategies 94
Advanced Comand Organisation: HQ and Leadership 78
Advanced Land Combat Overview 77
Advanced Land Combats 77
Advanced Naval Strategies 88
Air and naval combat 13
Air Bases 90
Air Combat 92
Air Combat and Air Missions 91
Air Combat Modifiers 94
Air Force Overview 88
Air Force Types 89
Air Supperiority Mission 92
Air Supply 66
Air Wing Deployment, Supply, Reinforcement and Upgrades 91
Air Wing Details 89
Airborne Assault Mission 93
Alliances: Offer Alliance/Bring to Alliance/Join Alliance 51
Amphibious Assault 87
Annex Nation 55
Anti-Submarine Warfare 87
Appointment of Ministers 45
Ask for Military Access/Cancel Military Access/Revoke Military Access 53
Assume Military Control/Relinquish Military Control 52
Ataching/Detaching Carrier Air Groups (CAGs) 82
Attaching Brigades 65
Attack 87
Attacking an Attacker 75
Attrition 65
Basic Air Movement 91
Basic Army Movement 67
Basic Combat Resolution 70
Basic Land Combat 69
Basic Naval Combat 84
Basic Naval Movement 83
Belligerence 48
Bomb Convoys Mission 93
Brigade Types 59
Broad Front Defensive Counter-Attack initiatives 79
Building provincial assets and using the "quick orders" button 33
Cabinet and Ministers 45
Cancel Non-Aggression Pact 53
Cancel Trade Agreement 50
Cancelling and reassigning a project 30
Carrier Air Group (CAG) 80
Carrier Airbase Strike 87
Carrier Port Strike 87
Changing the game options 15
Combat 12
Combat Events 73
Combat: The Art of War 56
Combining Air Wings into Squadrons 91
Command, leadership and experience 10
Complex Land Combat Overview 74
Consumer goods 38
Context-sensitive information 24
Convoy Raiding 87
Convoys 39
Coup Nation 54
Credits / exit 17
Declare War 54
Defences and fortifications 11
Demand Territory 53
Deploying Divisions form the Force Pool 65
Deploying Flotillas from the Force Pool 82
Deploying military forces and rockets 35
Deploying unassigned provincial assets 35
Diplomacy - International Affairs 47
Diplomacy and trade 8
Diplomacy Overview 47
Diplomatic Mapmode 28
Disband 67
Dissent and partisans 8
Dissent and partisans 46
Division Details 59
Division Types 58
Domestic policies and government 8
Domestic policy 43
Domestic Policy Overview 43
Economic Mapmode 27
End of Combat 73
End of Naval Combat 85
Enemy Occupation of a Port or Base 86
Energy 36
Entrenchment: Digging in 69
Envelopment and Multiple-Front Attacks 75
Envelopment, Encirclement and Supply 79
Events 19
Exchanging Fire 71
Field Comand Details 61
Field Officer Traits 63
Field Officers 62
Fleet Details 81
Flotilla Details 80
Flotilla Types 79
Flying Bombs and Rocket Bombs 95
For beginning players 5
For HOI players… What's new? 6
Force Composition Effects 85
General overview 42
General Overview 56
Getting started 5
Governmet 45
Ground Attack Mission 92
Guarantee Independence 52
IC allocation, production and gearing bonuses 7
Implementing new technology 30
Industrial capacity 7
Industrial capacity (IC) and IC allocation 37
Influence Nation 51
Infrastructure 7
Initiating Basic Land Combat 69
Initiating diplomacy 49
Initiation of Naval Combat 84
installation 5
Installation procedure 5
Installation Strike Mission 93
Interdiction Mission 92
International trade summary 39
Introduction 5
Introduction 79
Keeping up to date 5
Key concepts 6
Launching the game 5
Launching the game 15
Leader Traits 81
Leader Traits 90
Leadership 81
Leadership 90
Leave Alliance 52
Liberate Nation 53
Logistical Strike Mission 93
Main Map Overview 20
Manpower 37
Message boxes 18
Metal 36
Modifiers That Affect Battle 72
Money 37
More Complex Land Combat 74
Move 87
Movement is attack for land battles 12
Multiplayer games 15
Multiple Attacking or defending Field Commands 74
National Relationships 47
National resources 35
National transport Capacity (TC) 39
Natural resources 7
Naval and air basing 11
Naval Combat Overview 84
Naval Combat Patrol 87
Naval Combat Resolution 84
Naval Interdiction 87
Naval Orders 86
Naval Orders Interface 86
Naval Orders Overview 86
Naval Strike Mission 92
Naval Supply 82
Navigating the main map 20
Occupation of an Air Base 94
Occupation of Enemy Territory 74
Offer Non-Aggression Pact 52
Offer Trade Agreement 49
Oil 36
Open Negotiations 50
Orders 13
Organisation and entrenchment 10
Other Nations' Domestic Policies and Cabinets 47
Other Nations' Domestic Policies and Ministers 46
Out-Of-Supply Effects on Naval Combat 85
Overseas Supply 66
Overview 31
Overview 69
Overview 94
Overview 94
Overview of Force Structure and Field Comands 57
Partisan and occupation effects on resources and industrial capacity 37
Partisan Mapmode 28
Placing a production order 32
Political Mapmode 27
Port Strike Mission 93
Ports and Naval Bases 81
Preparation and support of the military 9
Production 38
Production orders and the production Queue 31
Production Runs 32
Province Defensive Structures 69
Province name 21
Province ownership and control 21
Provinces 21
Provincial assets 23
Provincial borders and crossing points 23
Quick build buttons 25
Rare materials 36
Rebase 86
Rebase 93
Rebasing a Fleet 83
Region and Area Mapmode 28
Reinforcement 67
Reinforcement, Upgrading and obsolescence 82
Reinforcements 38
Release Puppet 53
Research Projects 29
Ressource depots 41
Right click menus 20
Right-click provnce menu 25
Runway Cratering Mission 93
Sea Transport 87
Selecting a nation 15
Selecting a scenario or save game 14
Selecting and Assigning a Project 29
Selecting and Combining Flotillas 82
Selecting and Organising Field Comands 63
Selecting and Using a Statistics Sub-Folder 56
Selecting Research teams 28
Send Expeditionary Force 52
Shore Bombardment 87
Shortcut Keys 64
Single player games 14
Softening Up the Enemy 78
Special Orders: Anti-Partisan Duty 76
Special Orders: Garrisons 76
Special Orders: HQ Divisions 77
Special Orders: Marines 76
Special Orders: Mountaineers 77
Special Orders: Paratroopers 77
Special Orders: Reserves 76
Special Orders: Support Attack 75
Special Orders: Support Defence 76
Spheres of influence 49
Squadron Details 90
Staggered Attack Strategy 78
Statistics Overview 56
Status overview 17
Strategic Bombardent Mission 93
Strategic Redeployment 68
Strategic redeployment and the force pool 13
Sue for Peace 54
Supplies 36
Supplies 38
Supply Chains 66
Supply Mapmode 27
Supply, outfitting and transport capacity 9
System Requirements 5
Targeting 94
Technical Support 96
Technolgy sumary 31
Technology 9
Technology Overview 28
Terrain 21
Terrain mapmode 26
The Active Combats hot button 26
The Air Force as a Hammer 94
The Air Force as a Leveller of Nations 94
The Air Force on Defence 95
The Air Force Used Indirectly 95
The Air Forces 88
The Air forces hot button 25
The Bomb 95
The Chief of Staff 46
The Chief of the Air Force 46
The Chief of the Army 46
The Chief of the Navy 46
The convor management and convoy Details interface 40
The date/pause button 18
The democratic - Authoritarian slider 43
The diplomacy folder 42
The Engine of war 7
The fog of war 13
The folder tabs 17
The Force Pool hot button 26
The Foreign Minister 45
The Free Market - Central Planning Slider 43
The game management menu button 18
The Gearing bonus 33
The general interface 17
The Hawk Lobby - Dove Lobby Slider 44
The Head of Government 45
The Head of Military Intelligence 46
The Head of State 45
The History Log 28
The Hot buttons 25
The Intervensionism - Isolationism Slider 44
The Land Forces 57
The land forces hot button 25
The main map folder 20
The main menu 14
The Mini Map and Mapmode buttons 26
The Minister of Armament 45
The Minister of Security 45
The Naval Forces hot button 26
The Naval Forces hot button 79
The Open Society - Closed Society slider 43
The Plitical Left - Political Right slider 43
The production folder 31
The production queue 34
The province hot button 25
The Standing Army - Drafted Army Slider 43
The Statistics Folder 56
The Technolgy Folder 28
The Three Factions: The Allies, The Axis and The Comintern 48
The top bar 17
Time of Day and Weather Effects on Naval Combat 85
Timing Your Attack 70
Tool tips 19
Transport Capacity and Supply Efficiency 65
Transporting Paratroopers 68
Transporting Troops on Ships 68
Troops Mix, Terrain and Weather 77
Tutorials 17
Upgrades 38
Upgrading 67
Victory 6
Victory point value 21
Victory Points Mapmode 28
Visibility 84
Visibility 94
Weather 22
Weather and Time of Day Effects on Air Combat 94
Weather Mapmode 27
Weather, terrain and time of day 12

Map (Utilities)

These are Utilities that enable you to view with the map

Online map

Interactive online map for Hearts of Iron 2 and subsiquent expansions

World map based on five scenarios (1936, 1938, 1939, 1941 and 1944)
Eight zoom levels (1:1, 1:2, 1:4, 1:8, 1:16, 1:32, 1:64 and 1:96)
Five map display modes (terrain, political, victory point, industry and infrastructure)
Option to display province IDs and locate province by name
Different styles of grid and coordinates (including having them turned off)
A discussion about this on the Paradox forum
A discussion about this on the Paradox forum

Printable map sections =

Printable Hearts of Iron 2 maps

Maps of different locations prepared for printing. They can be used as reference or planning tool for armchair generals.

A discussion about this on the Paradox forum

Marine Amphibious Force

Marine Amphibious Force (MAF)

A Marine Amphibious Force is a limited Surface Action Group (SAG) with Transports (TP) attached to it for the purpose of ferrying troops and executing amphibious assaults. Shore bombardment will automatically occur during an amphibious assault by all capable ships in an adjacent sea zone.

Amphibious assault mission: This must be issued when the fleet is already located in its home port. Otherwise, it will likely result in the entire fleet returning to its home port. Alternatively, troops can simply disembark from the transports and attack. This only works for games up to Armageddon 1.2. For the Armageddon 1.3beta patch, disembarking from transports into enemy territory is no longer possible. Leaving transports in the region is important for early assaults, in the event of defeat or retreat, troops can retreat to the transports.

MAF Fleet Composition

Three philosophies are debated, currently.

  1. TP-only fleets : This playstyle argues that TPs should be left in TP-only fleets. The reason is that TP-only fleets have a optimal combat range of 450+km and then flee. Adding even a single warship will decrease this and let the TPs participate in combat, where they can only lose.
  2. CV-protection : Followers of this idea argue that adding a CV to the fleet will put the fleet at a distance to all surface fleets that do not contain carriers, thus protecting the TPs better than if they are sent out alone.
  3. Surface fleet : This is the "old-school" version of a MAF: combine your TPs with a sufficiently strong SAG to defend the transports.

Marine Division

Marines are an elite branch of the Infantry, specifically trained for assaulting beaches and other naval operations. They make use of specialised equipment and tactics to give them an edge over regular Infantry in such an environment.

Marine Division Statistics

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
Marines '36 40 40 2 3 8 1 12 15 100 9 160 10 4 0.8 0 3 10 0.5 1.0 5 5 5 5
Marines '39 40 40 3 4 10 2 18 18 100 9 160 10 5 0.8 0 3 10 0.5 1.0 6 6 6 6
Marines '41 40 40 4 5 12 4 24 20 100 9 160 10 5 0.9 0 3 10 0.5 1.0 6 6 6 6
Marines '43 40 40 5 6 14 5 30 25 100 9 160 10 5 0.9 0 3 10 0.5 1.0 6 6 6 6

Brigades allowed

Notes

Marine Division

Marines are an elite branch of the Infantry, specifically trained for assaulting beaches and other naval operations. They make use of specialised equipment and tactics to give them an edge over regular Infantry in such an environment.

Marine Division Statistics

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
Marines '36 40 40 2 3 8 1 12 15 100 9 160 10 4 0.8 0 3 10 0.5 1.0 5 5 5 5
Marines '39 40 40 3 4 10 2 18 18 100 9 160 10 5 0.8 0 3 10 0.5 1.0 6 6 6 6
Marines '41 40 40 4 5 12 4 24 20 100 9 160 10 5 0.9 0 3 10 0.5 1.0 6 6 6 6
Marines '43 40 40 5 6 14 5 30 25 100 9 160 10 5 0.9 0 3 10 0.5 1.0 6 6 6 6

Brigades allowed

Notes

Mechanized Division

Mechanized Infantry are equipped with all-terrain vehicles, such as the halftrack, which does not limit them to roads as with Motorized Infantry and allows them to work well with armoured units. However, the specialist equipment they require means their cost is high.

Machanized Division Statistics

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
Mechanized Infantry '42 30 30 4 5 14 5 20 20 60 14 125 10 10 1.3 4.5 2 30 0.5 1.0 11 11 11 11
Mechanized Infantry '43 30 30 4 6 16 6 25 25 60 14 125 10 10 1.4 4.5 2 30 0.5 1.0 11 11 11 11
Mechanized Infantry '44 30 30 6 6 18 7 32 32 60 14 125 10 10 1.5 4.5 2 30 0.5 1.0 11 11 11 11
Mechanized Infantry '45 30 30 7 6 20 8 37 37 60 14 125 10 10 1.5 4.5 2 30 0.5 1.0 11 11 11 11

Brigades allowed

Notes

User:Meneth

Meneth
Status
Paradox Development Studio programmer
Forum account
Link

Magne "Meneth" Skjæran is the creator of the Paradox Wikis . Paradox Interactive in 2014 bought the wikis from him and hired him to continue administrating them. As of 2019, Magne no longer administrates the Paradox Wikis, focusing instead on his role as a programmer at Paradox Development Studio .

Magne has worked on Crusader Kings II , and is a former CK2 modder. He's the creator of Project Balance and co-founder of the Historical Immersion Project . He's contributed to various other projects. Meneth is the creator of the Parser used for turning game files into natural language for the wiki.

Mengkukuo

Country
Tag
Country
Name
Province
ID
Name Captital Required
MEN Mengkukuo 1208 Hohhot C Y
1385 Bayan Tumen N
1398 Erenhot N
1207 Jining N
1386 Xilinhot N

Mexico

What To Expect

You are playing a poor, underdeveloped nation. The only military unit you can build at the start that won't take forever is militia. You are pretty well liked by the USA, and have your independence guaranteed by them. Don't expect to get all high and mighty and think "ZOMG IMMA TAKE OVER SOUTH AMERICA AND TEH WORLD!!!11!1". No. Go play the Soviet Union should you want that.

Alliances

Axis - Begin influencing Germany right away, and strike up a lot of trade agreements should you want to join the Axis, but that may not be a wise choice, as you have the big blue blob to your north who is sympathetic to the Allies. You also have many allied powers with colonies knocking at your door in the Caribbean.


Allies - Joining the allies isn't that hard. The United Kingdom is pretty friendly towards you anyway, and France doesn't like you or hate you. Begin trading with the UK and her puppets, and don't worry about France or what they think. They're going to get occupied in a few years anyway. If you want too, you can influence the UK, but it may be wiser to influence the USA, for reasons which will be explained later.


Comintern - A Communist/Stalinist Mexico IS possible, but may take awhile. The Soviet Union already dislikes you, along with her puppets. The only way to be able to join the Comintern is to adjust to their ideals, not yours. It simply isn't possible to Facist and in the Comintern. This may not be a good idea, because it can easily anger the USA. And nobody wants that.


Japanese Alliance - Joining Japan can be a very good move, and a very bad one. Japan isn't well liked throughout the world, and will continue to be less and less liked as the game progresses. The USA will be most likely be attacked by them in '40 or '41, and that will drag you into a war against the USA. One you simply cannot win. I do not recommend joining Japan. They are too far away and too selfish to help.


Argentinian Alliance - Argentina may seem like a good ally, but they aren't. Influencing them and getting better relations with them are a horrible decision, because even when the odds of joining in an alliance with them are high, they will not do it . I don't know why, they simply won't join.

Mexico

What To Expect

You are playing a poor, underdeveloped nation. The only military unit you can build at the start that won't take forever is militia. You are pretty well liked by the USA, and have your independence guaranteed by them. Don't expect to get all high and mighty and think "ZOMG IMMA TAKE OVER SOUTH AMERICA AND TEH WORLD!!!11!1". No. Go play the Soviet Union should you want that.

Alliances

Axis - Begin influencing Germany right away, and strike up a lot of trade agreements should you want to join the Axis, but that may not be a wise choice, as you have the big blue blob to your north who is sympathetic to the Allies. You also have many allied powers with colonies knocking at your door in the Caribbean.


Allies - Joining the allies isn't that hard. The United Kingdom is pretty friendly towards you anyway, and France doesn't like you or hate you. Begin trading with the UK and her puppets, and don't worry about France or what they think. They're going to get occupied in a few years anyway. If you want too, you can influence the UK, but it may be wiser to influence the USA, for reasons which will be explained later.


Comintern - A Communist/Stalinist Mexico IS possible, but may take awhile. The Soviet Union already dislikes you, along with her puppets. The only way to be able to join the Comintern is to adjust to their ideals, not yours. It simply isn't possible to Facist and in the Comintern. This may not be a good idea, because it can easily anger the USA. And nobody wants that.


Japanese Alliance - Joining Japan can be a very good move, and a very bad one. Japan isn't well liked throughout the world, and will continue to be less and less liked as the game progresses. The USA will be most likely be attacked by them in '40 or '41, and that will drag you into a war against the USA. One you simply cannot win. I do not recommend joining Japan. They are too far away and too selfish to help.


Argentinian Alliance - Argentina may seem like a good ally, but they aren't. Influencing them and getting better relations with them are a horrible decision, because even when the odds of joining in an alliance with them are high, they will not do it . I don't know why, they simply won't join.

Micro Power

A Micro Power is used to define a nation in HoI2 that has less than 10 IC at the beginning of the scenario .

Micro Power

A Micro Power is used to define a nation in HoI2 that has less than 10 IC at the beginning of the scenario .

Militia Division

Militia are a cheap and rapidly formed Infantry unit. Their hurried training and poor equipment mean they are of little use in combat, although they can be useful for controlling territory and as a last line of defence when no other units are available.

Militia Division Statistics

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
Militia '36 30 30 1 2 2 0 1 8 100 4 50 5 4 0.2 0 1 10 0.5 1.0 4 6 4 4
Militia '43 30 30 1 3 6 3 5 15 100 4 55 5 4 0.5 0 1 10 0.5 1.0 4 4 4 4

Brigades allowed

Notes

Militia Division

Militia are a cheap and rapidly formed Infantry unit. Their hurried training and poor equipment mean they are of little use in combat, although they can be useful for controlling territory and as a last line of defence when no other units are available.

Militia Division Statistics

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
Militia '36 30 30 1 2 2 0 1 8 100 4 50 5 4 0.2 0 1 10 0.5 1.0 4 6 4 4
Militia '43 30 30 1 3 6 3 5 15 100 4 55 5 4 0.5 0 1 10 0.5 1.0 4 4 4 4

Brigades allowed

Notes

Militia Strategy Guide

Template:Anthology At first glance, the Militia Division seems to be a worthless unit. When comparing the statistics of Militia to any other land unit, they are clearly inferior. Yet, Militia is so valuable and important to your army that every nation in the game should use Militia when they are able to do so.

Comparison to Infantry

Model ORG Morale Air Att. Air Def. Soft Att. Hard Att. Toughness Defensiveness Softness Cost Build-time Manpower Max Speed Supply Cons. Suppression
Infantry '36 30 30 2 3 10 1 12 15 100 7 95 10 4 1 2
Militia '36 30 30 1 2 2 0 1 8 100 4 50 5 4 0.2 1

This means:

These facts aren't necessarily surprising: since Infantry is a better combat unit, it "should" cost more, right? Yet, combat isn't only about statistics! In particular, there is more to combat in HOI2 than attack ratings, and this will be explained in detail by the following analysis. Further comparison is available at Ground_unit_statistics .

Value

Considering that every unit in game requires: "IC to build x Days to build", also known as IC days (ICd), consider the following scenario. You are a nation with 22 IC available for production and you need to build an army. How do you get the most army for your production? What will you build over the next 3 months? Considering this time frame and the IC you are using, this equates to 2,000 ICd.

According to the findings made by Theokrat , 100% combat efficiency is achieved when the majority of a formation consists of militia. Hence, building 3 militia and 2 infantry (1,930 ICd) versus 3 infantry (1,995 ICd) is a far better choice because the mixed force is:

Absorbing Bullets

Militia will act like a sponge for bullets in your formation. A Militia unit that has lost half of its strength has only lost 2.5 manpower, while an infantry unit in the same situation has lost 5 manpower. This has the net effect of keeping your infantry units in a firefight while minimizing the causalities of your units.

Battle Winning Ability

All this being said, the true value of Militia can only be understood with battle winning ability (BWA). BWA = damage inflicted (soft attack) x damage absorbed (org). Continuing the example above of unit production that is the same in IC days, the choice of 3 militia with 2 infantry has a total soft attack of 26, and a total organization of 150. Thus, the BWA is 3,900 (26 * 150). Meanwhile, the group of 3 infantry has a total soft attack of 30, but a total organization of only 90. Thus, their BWA is 2,700 (30 * 90).

Meanwhile, 1 infantry with 300 BWA (30 * 10) will defeat 2 Militia (4 * 60) (240 BWA), however will loose handily against 3 Militia (540 BWA).

Command Limit

A division of Militia takes up command capacity. In offense, Militia are higher in the division ranking (explanation needed) and thus damage-dealing infantry divisions are the ones taking the command penalty of -75% effectiveness. There is no overall limit to command capacity for defenders (instead of 24 divisions per province (FM + HQ) for attackers), so militia are sure to be fully effective on defense.

The Manpower issue

The problem

Although Militia are an excellent, cost effective addition to nearly any army, as explained above, one should still be weary of one particular problem: manpower depletion.

On first sight, this is not really so much a problem, as Militia cost only half the manpower of a standard Infantry unit (5 manpower for a militia compared to 10 for an infantry unit). However, the IC-day cost of an Infantry is more than three times the cost of that of a regular Militia (665 for the Infantry to 200 for the Militia). In effect, this means you can build approximately 3.30 Militia for every 1 Infantry, which means you will spend 5 times 3.30 manpower (16.5) if you build Militia, versus 10 manpower if you go Infantry. This can be a good thing, as an investment in Militia is a quick and cost effective way to use your manpower, rather than having it waste away in the manpower pool.

Militia will rapidly deplete and waste manpower if used incorrectly. For example, a unit comprised 100% of militia will take heavy losses and have very little combat effectiveness. In this sense, creating a unit that is entirely made of militia, and using that unit on the front lines, is very wasteful of manpower. Alternatively, the suggested approach is to combine Militia evenly with Infantry. Doing this ensures that Infantry sustain fewer loses while fighting, and inflict more damage. When Militia is used in this combined approach, manpower is saved.

Consequences

The consequences are fairly obvious, in that a state which main limitation lies in a small manpower pool and a similarly slow growth in manpower is oftentimes better served committing it's small manpower resources to less cost effective, more elite units like Infantry, Armor and Air force.

This begs the question: which state should employ large quantities of Militia, which should use none and which should keep to a limited amount?

States which should rely heavily on Militia

The states which should favor large amounts of Militia are states with a high "manpower to IC ratio" (mp/IC). They will usually be limited in their capabilities to turn out units because of limited IC, rather than limited manpower.

States which will always fall in this category are the Soviet Union , the Chinese states (cliques, Nationalist China and Communist China ), Japan and minor powers like Brazil .

States which will fall under this category if their slider settings (Hawk), research (Agriculture) and cabinet choices (ministers which favor manpower growth, like a "Man of the people" or a proponent of "the People's war") are states like Italy and Spain, and sometimes Germany if it has built up a large manpower pool in the early years of the game by focusing production on Armor.

Also note that these states usually profit from "Land Doctrine" choices that prefer Militia use (giving combat bonuses and discounts), and spend a lot of manpower (the "Human Wave/Soviet"-branch and the "Infiltration/Japanese"-branch). The "Guerrilla" option on the "Human Wave"-branch is particularly appealing. States in this category should even consider switching branches early on in the game if their research allows it.

States which could use some Militia

These are typically states with a decent manpower growth but with an even larger IC, which causes a medium mp/IC, like Germany (although you should keep the before-mentioned exception in mind) and most of the Allies in mid-game. Most minor powers also fall in this range.

States which cannot afford Militia, manpower-wise

These are states which typically have no manpower growth worthy of that name, and more IC than they can spend. Micro-powers often fall under this category, and minor powers with relatively high IC (Benelux-countries and Eastern European countries) and even some major powers (like the early, manpower strapped Allies, and Germany once faced with the task of defeating the Soviet Union).

Minister Traits

Head of State

Power-Hungry Demagogue

The Power-Hungry Demagogue is an angry vengeful man full of hatred. However he possesses a demonic charisma that enchants the frustrated masses. He has but one real purpose and that is to control and shape the world into one of his liking.

Barking Buffoon

The Barking Buffoon is a great political dramatic actor. People see him as a strong and competent leader who will save the nation and restore it to its historical greatness. But behind his mask of bombastic rhetoric hides a weak-minded, vain simpleton. Those who really know him, know he is an incompetent man.

Stern Imperialist

The Stern Imperialist is a staunch nationalist. He is neither charming nor an administrative genius. However he has one big asset, namely his fanatical determination to improve his nation's status. He will use any means to achieve that goal, be it political or military.

Ruthless Powermonger

The Ruthless Powermonger treats his country and his people as personal possessions. He is completely unscrupulous and he will let nothing stand between him and his goals. Sometimes he can develop a streak of paranoia which will endanger friend and foe alike.

Autocratic Charmer

The Autocratic Charmer uses his charisma and ruthlessness to stay in power. He charms friend and foe alike and is an excellent negotiator. However, day-to-day governing is not his style and corruption flourishes under his rule.

Resigned Generalissimo

The Resigned Generalissimo came to power to save his country from the ruin of anarchy and popular sentiment. He is tired of political bickering and tries to run the country as he used to command his regiment. Still, he is a competent and decisive man.

Benevolent Gentleman

The Benevolent Gentleman is charismatic and a master at winning elections. However, he lacks the character to be truly successful at the nation's helm. When things get rough, he merely smiles and waits out the winds of political opinion.

Weary Stiffneck

The Weary Stiff-Neck is not the right man for this job. He tries to compensate for this with an aristocractic manner and stiff-necked acting. When it comes to politics he is weary and indecisive, always fearing that his lack of talent will show through his façade.

Insignificant Layman

The Insignificant Layman lacks any kind of ambition or political interest. The only reason people do not move against him is that he is fairly harmless and there is no better replacement.

Die-hard Reformer

The Die-Hard Reformer wants to promote his political values and preferred system of government to other countries. He is willing to intervene politically and military to achieve his goals.

Pig-headed Isolationist

The Pig-Headed Isolationist is determined to keep his country out of war, and the mess of international politics. He might like or dislike international cooperation, but it is always national autonomy that is his goal.

Popular Figurehead

The Popular Figurehead has little power due to the system of government in his country. But due to his popularity, any firm statement of his will have to be taken into consideration by those who have power in the country.

Head of Government

Silent Workhorse

The Silent Workhorse compensates for his lack of charisma with hard work and competence. He rarely takes pride of place, instead letting the Head of State shine in the sun while he gets the job done.

Naive Optimist

The Naive Optimist is a competent administrator and politician. However, he often succumbs to wishful thinking and fails to grasp the traps which have been laid for him.

Flamboyant Tough Guy

The Flamboyant Tough Guy is a natural leader and a real fighter. He will try to avoid conflict but, if forced to, he will fight to the bitter end. His showmanship generates many creative ideas which he will defend with the stubbornness of a mule, whether they are good or bad.

Happy Amateur

The Happy Amateur got his position by pure chance and knows nothing of politics or government. However overwhelmed by the surprise of being in office, his ever-smiling face gives him an aura of confidence. Luckily for him, the people are unaware of his staggering incompetence.

Backroom Backstabber

The Backroom Backstabber is a political veteran with years of experience as a party whip and senior party member. No intrigue will oust him and no foreign government can topple him. Foreign governments have to be very cautious around him though.

Smiling Oilman

The Smiling Oilman is a self-made man and a former CEO of a large Oil Company. His experience, and some say his money, have brought him into office. However, he lacks political skill and is a novice in the international arena. At least he is thick-skinned, competent and a fast learner.

Old General

The Old General was appointed because of his powerbase and sometimes because of his glorious past. Not very interested or skilled in politics, he pursues his foremost interest: the state of the Army.

Old Admiral

The Old Admiral was appointed because of his powerbase and sometimes because of his glorious past. Not very interested or skilled in politics, he pursues his foremost interest: the state of the Navy.

Old Air Marshal

The Air Marshal was appointed because of his powerbase and sometimes because of his glorious past. Not very interested or skilled in politics, he pursues his foremost interest: the state of the Air Force.

Political Protege

The Political Protégé is a political crony, a confidant of the Head of State. He is neither very liked nor very competent. He was chosen because he was loyal and had a large net of contacts.

Ambitious Union Boss

The Ambitious Union Boss is a harsh man who turned to politics to get the power to change things. He is still a man of the working class but his new environment has curbed his radicalism. He is a tough negotiator but lacks administrative skill. His background is also a liability in some circumstances.

Corporate Suit

The Corporate Suit has spent his life in the business world, far away from politics. He was originally brought in as an independent minister, but due his competence and cooperation skills he has reached the top. He has formed a large network of contacts, but he is out of place in politics.

Foreign Minister

Biased Intellectual

If the targeted government is of a different type:

The Biased Intellectual is a refined academic intellectual, whose scholarly work has biased his judgement of other countries and people. The Biased Intellectual is often arrogant and witty about those he dislikes but fawning and ingratiating towards those he likes.

Ideological Crusader

The Ideological Crusader views himself as a devoted proponent of his political system, but to others he is an extremist. If a Fascist, he judges all non-Fascists as weak and decadent. If a Democrat, he would rather lose a war than comply with any demands from a non-Democrat. If a Communist, he views Democrats as evil capitalists and Fascists as evil pseudo-capitalists. When it comes to ideology it is impossible to argue with him since he has already found his salvation.

Apologetic Clerk

The Apologetic Clerk is often a brilliant man, but either lacks inner strength or is so filled with doubt over the political system of his own country that he can seldom stay consistent. An Apologetic Clerk might also be a man who truly believes in the righteousness of his political system, but unfortunately also believes that the other side will win the war.

Iron-fisted Brute

The Iron-Fisted Brute is a simple man who has risen throught the ranks of the military or the party. He views the world in black and white: those who eat and those who are eaten. Often brutish and sometimes a sociopath, the Iron-Fisted Brute makes policies without remorse.

Great Compromiser

The Great Compromiser is an easy-going and amiable fellow liked by most. Often he is a sage-like old man and a professional diplomat with many years of service, tactful and experienced. He has the ability to forge lasting friendships and to bind the wills of many into one, striving towards the same goal.

General Staffer

The General Staffer is a former military man, perhaps a former teacher of strategy in the General Staff. He has now resettled in the field of Foreign Affairs, a subject that was always his 'hobby'. The General Staffer most likely follows his old military notion of politics and is focused on diplomacy through military might. However, by doing that, the General Staffer is often deemed a simple-minded man, lacking in imagination and boring.

The Cloak-and-Dagger Schemer

The Cloak-and-Dagger Schemer is a secretive person. He prefers unorthodox plans and constantly seeks weaknesses to exploit among his slower victims. Often the Cloak-and-Dagger Schemer has a background in the Secret Service and that experience makes him sly and uninformative. Basically the Cloak-and-Dagger Schemer is not a great diplomat but he is so unpredictable that in the end he often gets what he wants.

Armaments Minister

Administrative Genius

The Administrative Genius is an ardent labourer, who uses his personnel and modern techniques to the utmost to improve the war effort. The Administrative Genius is often a young engineer or scientist, free-thinking and innovative. He always tries to be 'objective' and 'impartial' to further the common good.

Resource Industrialist

The Resource Industrialist is usually a civilian from the heavy industry sector who has been appointed to govern the nation’s industrial efforts. He always tries to run the country as he would the coal mine back home, improving and expanding its base. As such he is a great organiser, but he sometimes tends to neglect the finer points of the armaments industry.

Laissez-Faire Capitalist

The Laissez-Faire Capitalist is a specialist in market economics. It is his firmest opinion that little government intervention is needed, but that the good old invisible hand will best direct the resources of the Nation, war or no war.

Theoretical Scientist

The Theoretical Scientist is a brilliant old professor picked out from the nation's leading university. He is of course a specialist in science both theoretical and applied. However he sometimes has a hard time prioritizing military matters, when great exploits in the civilian sectors can be attained. This often makes him a proponent of the more neutral areas of Electronics and Communication, but sometimes if he is eccentric enough, Secret Weapons are his preferred field.

Military Entrepreneur

The Military Entrepreneur is a former military man, possibly an old fighter from the Great War. He knows his priority and that is to get the guns and the butter to the troops at the front. This priority often leads to the neglect of the finer points of science

Battlefleet Proponent

The Battlefleet Proponent is not only an able administrator and politician, he is also a meddler in Grand Strategy. He believes that battleships are what the country needs.

Submarine Proponent

The Submarine Proponent is not only an able administrator and politician, but he also is meddling in the area of Grand Strategy. He believes that submarines are now the decisive weapon of naval warfare.

Tank Proponent

The Tank Proponent is not only an able administrator and politician, but he also is meddling in the area of Grand Strategy. He believes that tanks are now the most vital weapon of war.

Infantry Proponent

The Infantry Proponent is not only an able administrator and politician, but he also is meddling in the area of Grand Strategy. He believes that Infantry is still the most important fighting force.

Air Superiority Proponent

The Air Superiority Proponent is not only an able administrator and politician, but he also is meddling in the area of Grand Strategy. He believes that control of the air is now most important aspect of war.

Corrupt Kleptocrat

The Corrupt Kleptocrat is a competent administrator, but he is thoroughly corrupt so military aid and military supplies regularly end up in the pockets of the minister and his cronies.

Air-to-Ground Proponent

The Air-to-Ground Proponent is not only an able administrator and politician, but he also is meddling in the area of Grand Strategy. He believes that bombing is the best way to defeat the enemy army.

Air-to-Sea Proponent

The Air-to-Sea Proponent is not only an able administrator and politician, but he also is meddling in the area of Grand Strategy. He believes that bombing is now the best way to defeat the enemy's navy.

Strategic Air Proponent

The Strategic Air Proponent is not only an able administrator and politician, but he also is meddling in the area of Grand Strategy. He believes that bombing the enemy's industry is now the way to win the war.

Minister of Security

Silent Lawyer

The Silent Lawyer directs his department with little imagination and creativity, but he is just.

Compassionate Gentleman

The Compassionate Gentleman is a jovial man who wishes to please all. The population like him, but he is known to be soft on crimes and terrorism.

Crime Fighter

The Crime Fighter has devoted his life to combating crime. The people like his firm grip and feel reassured that they are safe.

Prince of Terror

The Prince of Terror lives by the rule: it is better to be feared than to be loved. However, extreme violence may actually increase dissent, a factor the Prince of Terror is unable to see.

Back Stabber

The Back Stabber uses his position to root out dissent and disloyal elements within the elite, but he is unable cope with occupied territories because of his untrustworthiness.

Man of the People

The Man of the People knows how to talk to both high and low in society. For him it is a crusade to ease the burden of the poor. However, he is in an awkward position when trying to help people in the occupied zones, and his hands are bound by the military.

Efficient Sociopath

The Efficient Sociopath has no remorse and uses any means necessary to further his goals. However, he always works in the shadows, trying to hide his personal perversions and the excess violence of his minions from the population and his fellow ministers.

Crooked Kleptocrat

The Crooked Kleptocrat ignores the crimes of the high and low and cares little about insurrections but other ministers are loyal towards him because of their chances for self-enrichment.

Minister of Intelligence (HOI2)

Technical Specialist

The Technical Specialist concentrates his effort on the study of the modernization of foreign equipment and units to draw conclusions on how to best defeat them.

Logistics Specialist

The Logistics Specialist uses the old General Staff technique of monitoring the movement of supplies to learn where a new threat is mounting.

Political Specialist

The Political Specialist uses his 'technical embassy personnel' to fight a secret war of counter-intelligence with the enemy.

Dismal Enigma

The Dismal Enigma is a man of secrets, and if he were not able to produce an 'Ace of Intelligence' from time to time he would have had lost his job ages ago.

Industrial Specialist

The Industrial Specialist concentrates his efforts on studying open industrial and economic sources of the enemy and thus often learns what will come by analysing what they are producing at the moment.

Naval Intelligence Specialist

The Naval Intelligence Specialist uses the old Naval Staff technique of monitoring the basing of ships to learn where a new threat is mounting.

Head of Military Intelligence (Doomsday, Armageddon)

Technical Specialist

The Technical Specialist concentrates his effort on the study of the modernization of foreign equipment and units to draw conclusions on how to best defeat them.

Logistics Specialist

The Logistics Specialist uses the old General Staff technique of monitoring the movement of supplies to learn where a new threat is mounting.

Political Specialist

The Political Specialist uses his 'technical embassy personnel' to fight a secret war of counter-intelligence with the enemy.

Dismal Enigma

The Dismal Enigma is a man of secrets, and if he were not able to produce an 'Ace of Intelligence' from time to time he would have had lost his job ages ago.

Industrial Specialist

The Industrial Specialist concentrates his efforts on studying open industrial and economic sources of the enemy and thus often learns what will come by analysing what they are producing at the moment.

Naval Intelligence Specialist

The Naval Intelligence Specialist uses the old Naval Staff technique of monitoring the basing of ships to learn where a new threat is mounting.

Chief of Staff

School of Manoeuvre

This Chief of Staff teaches that Manoeuvre and Speed are the essence of modern warfare.

School of Fire Support

This Chief of Staff teaches that Fire Support is the essence of modern warfare.

School of Mass Combat

This Chief of Staff believes in the People's War and teaches that mass formations and guerrilla tactics are the essence of modern warfare.

School of Psychology

This Chief of Staff teaches that morale and small-unit leadership are the essence of modern warfare.

School of Defence

This Chief of Staff teaches that Fortifications, Militia and Strategic Depth are the essence of modern warfare.

Chief of Army

Elastic Defence Doctrine

This Chief of the Army directs the utilization of the ground forces by the doctrine of Elastic Defence. This means that deploying a thin defensive line with heavily armed infantry and deploying replacements and assault teams in the second lines are essential for wearing down the enemy and for winning the war.

Static Defence Doctrine

This Chief of the Army directs the utilization of the ground forces according to the doctrine of Static Defence. This means that deploying several defensive lines with fortified infantry and substantial artillery assets in the rear are essential for wearing down the enemy and for winning the war.

Decisive Battle Doctrine

This Chief of the Army directs the utilization of the ground forces according to the doctrine of Decisive Battle. This means that concentrating large amounts of superior attacking troops and forcing the enemy to commit inferior troops are essential for wearing down the enemy and for winning the war.

Armoured Spearhead Doctrine

This Chief of the Army directs the utilization of the ground forces according to the doctrine of Armoured Spearheads. This means that spearheading speedy offensives with tank units followed up with encircling infantry are essential for wearing down the enemy and for winning the war.

Guns and Butter Doctrine

This Chief of the Army directs the utilization of the ground forces according to the doctrine of Guns and Butter. This means allowing the operational commanders freedom of command while ensuring the best possible supplies and training for the Army are essential for wearing down the enemy and for winning the war. This is the best army minister to use when you are having Transportation Capacity problems because he reduces supply usage which reduces a hit on your TC.

Chief of Navy

Open Seas Doctrine

This Chief of the Navy directs the utilization of the Naval forces according to the doctrine of Open Seas. This means that the control of sea lanes to far-flung resources is essential for winning the war.

Decisive Naval Battle Doctrine

This Chief of the Navy directs the utilization of the Naval forces according to the doctrine of Decisive Battle. This means that in order to win the war it is essential to amass a large battle fleet and destroy the enemy's force on the High Seas.

Power Projection Doctrine

This Chief of the Navy directs the utilization of the Naval forces according to the doctrine of Power Projection, which means that by concentrating all power from aircraft, torpedoes and artillery fire into a suitable area a good chance for winning the war is ensured.

Indirect Approach Doctrine

This Chief of the Navy directs the utilization of the Naval forces according to the doctrine of Indirect Approach. This means that in order to win the war it is essential to avoid decisive battle and instead destroy the enemy's convoys and warships piecemeal.

Base Control Doctrine

This Chief of the Navy directs the utilization of the Naval forces according to the doctrine of Base Control. This means that in order to win the war it is essential to strike directly at the enemy bases (ports and islands), and take control of them with air and land forces.

Chief of Air Force

Air Superiority Doctrine

This Chief of the Air Force directs the utilization of the air force according to the doctrine of Air Superiority. This means that in order to win the war it is essential to control the skies above the battlefield.

Naval Aviation Doctrine

This Chief of the Air Force directs the utilization of the air force according to the doctrine of Naval Aviation. This means that in order to win the war it is essential to work closely with the Navy and destroy the enemy Navy, preferably by bombing it to pieces.

Army Aviation Doctrine

This Chief of the Air Force directs the utilization of the Air forces according to the doctrine of Army Aviation. This means that in order to win the war it is essential to work closely with the Army and destroy the enemy land forces, preferably by bombing them to pieces.

Carpet Bombing Doctrine

This Chief of the Air Force directs the utilization of the Air forces according to the doctrine of Carpet Bombing. This means that in order to win the war it is essential to grind down the enemy transportation network and industrial plants, and to demoralize his population by terror bombing.

Vertical Envelopment Doctrine

This Chief of the Air Force directs the utilization of the Air forces according to the doctrine of Vertical Envelopment. This means that in order to win the war it is essential to seize strategic terrain or bridgeheads by air to quickly enable the Army to achieve a breakthrough.

Minor Power

A Minor Power is used to define a nation in HoI2 that has between 10 and 39 IC at the beginning of the scenario .

List of Minor Powers, by Scenario

1936 Scenario

Minor Power

A Minor Power is used to define a nation in HoI2 that has between 10 and 39 IC at the beginning of the scenario .

List of Minor Powers, by Scenario

1936 Scenario

Mod34

This mod begins in October of 1934 and features a completely new technology tree (without historical year), improved AI, new units, events (over 6000 new events), and new countries (for example:Vatican city and League of Nations). The technology tree in particular is very unique, in that it allows players to focus on specialization, and forces choices in research such as choosing the trade-off of having faster armor with weaker guns, or better guns but slower armor. In this sense, every nation is sure to field different units.

Features Explained:

Feature Description
Graphics & Sound Includes GIP , SKIF .
AI Tweaks to AI, including invasion AI.
Technology An entirely new technology tree in all areas; removes the historical year for technologies; allows for unit specialization through tradeoffs (thicker armor for slower tanks, etc).
Territory League of Nations and Vatican City added.
Events 6,300 new events.
New Units Specialized units for the major powers.
Game Mechanics Game begins in 1934; A Beta 1933 scenario is offered as well.

Mod Matrix

Overview

This matrix presents a basic feature comparison of mods. Some mods include all features, while other mods update only a single feature: one is not necessarily better than the other. Ideally, each mod page should contain additional details regarding each feature offered. For example, what technology changes were made? (e.g. Mod34 creates an entirely new technology tree in all areas; it removes the historical year for technologies; it allows unit specialization through tradeoffs (thicker armor for slower tanks, etc)).

WW2 Mods

Mod GIP SKIF AI Changes Technology Changes Territory Changes Added Events New Units Game Mechanics
CORE Yes Yes Yes Yes No Yes Yes No
Total Realism Project No No Yes Yes ? Yes ? ?
Mod34 Yes Yes Yes Yes Yes Yes Yes No
World in Flames Yes Yes Yes Yes Yes Yes Yes Yes
Historical Improvement No No Yes Yes Yes Yes Yes No
Stony Road No No Yes No No Yes Yes Yes

Alternative WW2

Mod GIP SKIF AI Changes Technology Changes Territory Changes Added Events New Units Game Mechanics
Kaiserreich Yes Yes ? ? Yes Yes ? ?
Peace to end all Peace No No No No Yes Yes No No
A.E.I.O.U.
Turtledove

Specific History

Mod GIP SKIF AI Changes Technology Changes Territory Changes Added Events New Units Game Mechanics
Anatolian Wars No No Yes No Yes Yes No No
China Improvement Pack
Confederate Armageddon No Yes Yes No Yes Yes No No
Vietnam War Yes No Yes Yes Yes Yes Yes No
WERS

Modding Palettes

This file is accurate as of version 1.2

Just a quick table for which palette files are attached to which graphics. This is a work-in-progress; it is not complete.

In order for changes to take effect, the game must be quit and restarted. Note that only 8-bit BMPs use the palette files. As a result of this, there may be palette files that are associated with a graphic file, but because the graphic file is 24-bit, the palette file is not used.

Palette File Associations
Palette Filename Affected Files Description
Armypalette 3.bmp
  • GFX\Interface\illegalmoveorder.bmp
  • GFX\Interface\moveorderanim.bmp
Move order and Illegal Move Order feedback on map
attack_dark.bmp Attack arrow colour (the one that gets smaller as the army progresses along the arrow)
attack_light.bmp Attack arrow progress colour (the one that gets larger as the army progresses along the arrow)
beach_palette.bmp GFX\map\beach.bmp Beaches on the map
bg_diplomacy.bmp GFX\Interface\bg_diplomacy.bmp Background overlay of diplomacy screen
bg_production.bmp GFX\Interface\bg_production.bmp Background overlay of production screen
bg_technology.bmp GFX\Interface\bg_technology.bmp Background overlay of technology screen
buildings_palette.bmp
  • GFX\map\airfield.bmp
  • GFX\map\antiair.bmp
  • GFX\map\city.bmp
  • GFX\map\coastal_fortification.bmp
  • GFX\map\flak.bmp (?)
  • GFX\map\fortification.bmp
  • GFX\map\harbour.bmp
  • GFX\map\victory_point.bmp
Palette for on-map icons (also for the icons in the province overview)
oil_no_oil_palette.bmp GFX\Interface\oil_no_oil.bmp Oil icon for the plate display of divisions
map_circle_palette.bmp GFX\Interface\map_circle.bmp Map circles used in the Diplomatic mode to indicate national provinces.
points.bmp GFX\Interface\points.bmp Victory Point Circles for the provinces.
tile.bmp map\tiles.bmp rivers for the main map.

Modding ai files

Hints & Warnings

An ai file does not need to include all variables. Only the variables included will modify whatever existing variable values are in usage.

A scenario will load the ai file with TAG_year.ai if no other file is specified in the .INC file for that nation. In order to specify a custom ai file in the .INC file of a nation, you have to add an

ai = "nameoffile.ai"

inside the "country = {...}" section.

This can result in confusing problems. For example if you have a GER_1936.ai file and a GER_1938.ai file by default the 1938 campaign will load the GER_1938.ai file without ever having loaded the GER_1936.ai file. So if the GER_1938.ai file is not a complete ai file you might not realize that many variables won't be initialized. This occurs in Paradox v1.2 1938 campaign where Spain and USA load partial files without the base 1936 ai info thus leaving screwed up default values (like neutrality!).

None of the existing ai files use the "max_redeploying" variable so this is an easy one to overlook. All nations will have the default of 25%. Reducing this value may help avoid the strategic redeployment shuffle issues that nations like Russia have.

Paradox Docs

Note: This is straight from the ai_file_doc.txt in the Docs folder in the HoI2 directory. I'm still playing around with these settings to get a feel for them, but I figured I would post this here, if for nothing more than for people to be able to reference them when they are not at their normal computer (work or something). Feel free to comment and discuss these things (all you guys at DAIM!)

From the beginning. I'll work my way through this as I get more competent in modding AI files, but I'm still working on it. Feel free to comment or edit.

 switch = [yes/no]			

As the note says next to this, if it is set to "no" then it will not look for a new file at the beginning of each year. However, it will still switch if an event causes it (ai_switches.txt events, for example). For some countries, like the US, that would mean they would never gear up for war, etc. Be careful. However, if you modify this and you want it to stay this way, then use a no here and remove any switch events from the ai_switches.txt event file to prevent it from change.


# Inter-Agent distribution variables

flags = {
  	testflag = yes
  	invade_albania = no
  	assist_finland = no
    }

# Modifier to chance that country will accept a demand for territory.
claim_acceptance = X 

# The countries we will demand territory from if we have claims on them.
demand_claims = {
	EST
	LAT
	ROM
	LIT
	FIN
}

# The countries we will set free if we control their territory.
liberate = {
	LIT
	FIN
} 
 

# Special resistance against "influence" by the listed nations. Value range = [0 - 10]
resistance = { 
	ROM = 8
 }

Here, as the note says, is how much harder it is for nations to influence this nation. This setting is handy if you don't want the US to get too friendly with Germany or Japan (or the Confederates, if they exist). A setting of 0 means that there isn't any resistance, ie treated normally (I believe).

# Country tags listed with a value specifying how much we want to destroy them.
combat = {
	ENG = 60
	FRA = 70
}

Again, as the note says, this is how much you want to destroy them. After playing around with this, if you set it to 100, the nation will basically avoid all others to try and destroy this. It also goes after those nations in descending order. So, in this case, France will be the first nation it targets, and after defeating France, it will face off with England.

 # Countries listed here are considered withing our 'sphere of influence'. We will strive to guarantee their independence.
protect = {
	TUR = 100
	DAN = 100
}

Now, if you look at the US ai file, you'll notice this is much longer. This is the nations that the ai will guarantee. Also, I believe the higher the value, the more likely the ai will actually intervene militarily in the attack.

# Countries listed here are considered our natural allies. We will try to influence them and ally with them.
befriend = { 
       TUR = 100
	DAN = 100
}

Lets say you want Canada to not join the allies? Then remove the allied tags from its ai file. Again, higher number means priority. I haven't checked to see how the ai deals with a GER and FRA both at 100. I'll report once I know.

# Provinces with an assigned priority. These are strategic goals for the AI (it will try to take them in wars and demand them in peace treaties.)
target = {
	324 = 50 # 1 - 100
}

This is something that you can mess with and totally change the ai's actions. If you change the province ID to one deep in their territory, the ai will fight to that point. However, if only on the borders, the AI might not continue the advance. Handy if you want the ai to only seize sea provinces, etc.

upgrading = 0.1		#max % of ic used on this slider.
reinforcement = 0.1	#max % of ic used on this slider.

Basically self explainatory...

desperation = 0.3	#If more than this % of ic is occupied by enemy, panic and build militia hordes.

This is one of those thing that you can also do to set the ai to change its actions. Be careful though. If too low, the AI will build militia and it can very well be a death knell. However, too high and the AI won't have enough time to build them (or the IC). Good for making a small nation pull its population to fight (ie the Swiss, for example). Can be very funny to watch suddenly 10 divisions pop up.


# The ETA at which the AI uses strat. redeploy.
strat_redeploy_threshold = [days]

# Proportion of divisions that may be strategically redeploying at the same time. Default: 0.25
max_redeploying = X

Self explainatory...

# The "war monger" value affects the propensity of a country for declaring wars:
war = 50 

This is fun to play with. The higher, the more likely it will declare war. This is something that the switches tend to change, as well as a few others below. A setting of 100 means they are just itching for a fight.

# The tendency of a nation to create and accept alliances, and accept military access.
# The higher the value, the more "neutral" the nation.
# NOTE: this does not affect the tendency of a nation to start wars.
neutrality = 0 # Total neutrality at about 100 to 150

Self explainatory, expect for one thing. If the neutrality is over 100, the nation basically will never join alliances. This effect can be seen directly if you change it and then reload the scenario and ask for an alliance (the chance of acceptance, ie).

Actual neutrality is a combination of this value and the value of the Interventionism vs Isolationism government slider and the current "relations". I recommend in general neutrality should never be less than 100 or it will be too easy to form alliances. At neutrality = 150 all other factors are ignored and you have guaranteed neutrality. For more details see my webpage [1] on creating alliances. Some nations like Argentina have government leaders that create exceptional situations. - Mithel

max_front_ratio			= X		# The max wanted friendly-to-enemy division ratio along the front. Default is 4.0.
max_front_ratios = { 			# Override the default against specific countries. Ignored against humans.
	FIN = 2.0  
	... 
}

This is very handy for creating a good front. I tend to prefer (as a human player) at least 2:1 over my enemies, but if there is a higher tech nation on the border, you might want to change the specific front (the second section) to 6:1 or even higher. One big note, this doesn't mean that the AI will build divisions, but rather try to deploy them in this fashion.

# Proportion of our land divisions that we are prepared to relinquish control over.
# NOTE: Do not set too low - the AI must be allowed to give over control of its forces in "allied war zones". Default: 0.75.
exp_force_ratio		 	= 0.75
# Will never send exp. forces _overseas_ to these countries:
# NOTE: May still give some to neighboring allies though.
no_exp_forces_to = {
	TAG
	...
}

This setting will modify how likely they are to send troops to allies. As the note says, don't set to low. The second section is just as important, because if they can't get transports over there to get them back... well, you can see what would be wrong with that.

max_garrison_prop		= [0.0-1.0] 	# The war-time desired proportion of troops allocated to garrison duty
min_garrison_prop		= [0.0-1.0] 	# The war-time minimum proportion of troops allocated to garrison duty
# NOTE: In areas without fronts, _all_ land units are controlled by the Garrison AI (except forces preparing for an invasion.)

Self explainitory...

construction = {
	max_factor			= [0.0-1.0]		# Proportion of Production IC that should be used for province  buildings.

	AA_batteries	 	= [yes/no/atwar/not_atwar]	# yes = all the time, no = none, atwar = build during wars,  not_atwar = build during peace
	max_AA_level		= X				# Don't improve beyond this level.
	AA_provs			= { ... }		# List of prioritized provinces

	coastal_fort 		= [yes/no/atwar/not_atwar]
	max_coastal_level	= X				# Don't improve beyond this level.
	coastal_fort_provs	= { ... }		# List of prioritized provinces

	radar_station 		= [yes/no/atwar/not_atwar]
	max_radar			= X				# Don't improve beyond this level.
	radar_provs			= { ... }		# List of prioritized provinces

	air_base 			= [yes/no/atwar/not_atwar]
	max_air_base		= X				# Don't improve beyond this level.
	air_base_provs		= { ... }		# List of prioritized provinces

	naval_base 			= [yes/no/atwar/not_atwar]
	max_naval_base		= X				# Don't improve beyond this level.
	naval_base_provs		= { ... }	# List of prioritized provinces

	land_fort			= [yes/no/atwar/not_atwar]
	max_land_level		= X				# Don't improve land forts beyond this level.
	fort_borders = {					# Build land forts along these borders
		GER,
		ITA,
		...
	}
	fort_provs		= { ... }	# List of prioritized provinces

	ic_at_war			= [yes/no] 		# Normally, we always build IC if there is a large resource  surplus. The exception could be during wars.
	force_ic_until		= X				# Ignore presence of a resource surplus and build IC anyway,  until year X. (Useful for countries anticipating expansion.)
	ic_end_year			= X				# Stop building IC at the end of year X.
	IC_provs			= { ... }		# List of prioritized provinces
}

These control settings control how the AI builds province buildings. Most of the comments are pretty self-explanitory.
In the _provs sections, you should put province IDs in the field.

garrison = {

	# OVERSEAS GARRISONING:
	defend_overseas_beaches = [yes/no] # "no" is default

	# Basic need is X divisions per area where X is: number of provinces - attrition provinces
	home_multiplier = X # In home area, multiply basic need by X. Default: 0.5
	overseas_multiplier = X # In other area, multiply basic need by X. Default: 0.3333
	home_peace_cap = X # If at peace, we need at most X divisions in our capital area.
	war_zone_odds = X  # Default: 2.0 (strive to transport in 2x enemy nr of divisions)
	area_multiplier = { # If an area contains a specific province, multiply the basic need by value (overrides  overseas_multiplier, but if it is the home area it is ignored.)
		155 = 1.5
		....
	}

These control the AI defense priority. Once again, Pretty Self-explainitory.
Incase you're wondering how the area multiplier works, you just place ProvinceID = Multiplier Inbetween the brackets. You can place multiple province multiplies in the same area multiplier, It's not limited to just one.
These settings can really make or break an AI, If this is your first time modding an AI file, It is recommended to go with the default values, lest the AI can really get screwed up.

	# PRIORITIES:

	beach = 50					# Beach prio
	capital = 100				# Our capital
	human_border = 210			# Ignored for allied human players
	war_target = 100			# The next country targeted for attack by this AI

	reserves = 20	# bonus for provinces just behind a frontline.

	opposing_alliance = 100		# For neutrals, all alliances are "opposing"
	claim_threat = 100			# If we are neutral, countries with claims on us get this
	unstable_border	= 50		# Bordering countries at war with someone else get this

	# Borders with specific countries
	country_priorities = {
		ENG = 30
		FRA = -1	 # Override "opposing_alliance", "claim_threat" and "unstable_border" values and set to 0.
		...
		...
	}

	# Specific provinces
	province_priorities = {
		527 = 50 	# Province 527 has prio 50
		1123 = -1	# Negative value will override _all_ other priorities and set to 0.
		...
	}
	
	ignore = {
		1123	#Will set prio to 0...
	}

	key_point_prio_mult		= [Value]	# Value * key point value in a province = prio for that province
}

These are also deciding factors in AI priorities. For fields mentioning provinces, you place Province ID = Priority . The only difference between most of these and the garrison priority is that these also affect AI offensives.

front = {
	river = 		x   	(What to multiply attacking power with if crossing a river. < 1.0 is an advantage..)

	# the following modifies the odds-strength for defender.   (1.0 = no difference.)
	largefort 	= x #for forts above level 6.
	smallfort	= x #for forts 6 and below
	occupied	= x #for surrounded pocket at enemy territory
	owned		= x #for surrounded pocket at own territory

	#Odds modifiying variables
	# the following is to reduce odds-strength for attacker.
	frozen_attack 	= 0.50
	snow_attack 	= 0.50
	blizzard_attack = 0.25
	storm_attack 	= 0.60
	muddy_attack 	= 0.75

	#reduces the size of odds in total.. (1.0 = no difference, 0.5 = halved.)
	jungle_attack 	= 0.85
	mountain_attack	= 0.60
	swamp_attack 	= 0.60
	forest_attack 	= 0.85
	hill_attack 	= 0.75
	urban_attack 	= 0.40
	
	# Proportion of divisions in a front province that may be used to support the defense of neighboring provinces. Default  0.33

As of 1.2, these particular fields are all outdated and no longer have any effect.

	support_defense_prop = X

	recklessness 		= 	[0-3]
	
	# Even - Distribute forces evenly along the whole front.
	# Reactive - Try to match enemy troop concentrations.
	# Defensive - More troops in strategically important provinces (IC, Victory Points, Oil, etc)
	# Offensive - Concentrate more troops where the enemy us weak
	# Operational Defensive - The fewer avenues of escape, the less troops (to avoid encirclement.)
	distrib_vs_ai 		= 	[even/reactive/defensive/offensive/op_defensive]
	distrib_vs_human 	= 	[even/reactive/defensive/offensive/op_defensive]

Support defense determines how many troops the AI will send to try to support a province under attack
Recklessness determines how many risky attacks the AI will try to pull off, Settting it low will mean that the AI won't take any risks, Setting it too high makes the AI suicidal.

The distribution fields must have said values in them. even/reactive/defensive/offensive/op_defensive . You can look at the above comments to see what each does.

	# Countries we do not counter-attack for a certain number of days
	enemy_handicap = {
		# NOTE: These values are ignored for human-controlled enemies.
		# CAUTION: Values apply for _every_new_ war with a set nation.
		ENG = 100
		FRA = 120
		...
		...
	}

	passivity = { # Against specified enemies.
		# Valid values: 0-100 (%)
		ENG = 0
		FRA = 50
		...
		...
	}
	
	province_priorities = {
		527 = 0.2	#Only assign 20% of desired forces to cover the province 527
		...
	}

The first field is pretty self-explanitory, just a note for those of you wondering. Those values aren't the actual amount of days before another attack :P.
The next field, Passivity, automatically makes the AI stop conducting attacks against that country unless they have good odds. The higher this value is, the slower the AI will tend to advance. As an example, once Japan has taken most of northeastern china, Their passivity for all the chinas is set to 90+.
The last line is another province priority modifier(Getting kinda redundant huh?). This one can be used to set values for certain provinces lower then normal(IE 0.X)

 	reserve_prop			= 	[0.0-1.0]	# Maximum proportion of total divisions in a front allowed to   remain behind the front line ( HQs and divisions needing to recover.)
 
	panic_ratio_vs_ai		=	X	# Front requests more troops if outnumbered by this factor. NOTE: this  results in troops being drawn from garrison duties, etc, so set HIGH.
	panic_ratio_vs_human	=	X	# Front requests more troops if outnumbered by this factor. NOTE: this results  in troops being drawn from garrison duties, etc, so set HIGH.

	enemy_reinf_days 		= 	X	# Count enemy units less than X days from a target province in odds  calculations

	base_attack_odds		=	X	# Will attack at X odds or better
	min_attack_odds			=	X	# If stalemated for a long period, may go as low as these attack odds
	max_attack_odds			=	X	# Don't use more force than necessary to reach these odds
	reinforce_odds			=	X 	# Send in more troops if the attacking force is at these odds
	withdraw_odds			= 	X	# Break off attacks and withdraw at these odds
	# NOTE: the calculations for retreating from _defensive_ positions are too complex to condense to a few variables
	# NOTE: will _also_ retreat if the average organization is too low
}

These are used to determine the AI's actual combat priority. All of these use the stand proportion values (0.5/1.0/2.0) and not word values (Low/High) incase the panic_ratio_vs_ confused you.
For enemy_reinf_days the AI will look behind the frontline and look for enemy units that are coming to reinforce the front line, then move it's troops accordingly. Example: Setting this value at double(2.0) will have the AI try to bring twice as many troops as the enemy is bringing in reinforcements.
withdraw_odds,base_attack_odds,min_attack_odds,max_attack_odds, and reinforce_odds are based on combat effectiveness. Example: If you set withdraw_odds to 2.0, when the AI comes under attack and the enemy has twice as much combat effectiveness, the AI order a retreat.

military = {
	relative_build_scheme 	= [yes/no]	# Should the AI strive to maintain a relative balance between unit types [yes]  or simply allocate percentages (see below) of the total production [no]. Default: yes

	max_batch_peace = 800					# Max production run length in DAYS while at peace
	max_batch_war = 500			 			# Max production run length in DAYS while at war with  no home front
	max_batch_home_front = 190				# Max production run length in DAYS while at war with home  fronts
	# NOTE: AI production run size is also limited by other factors, such as Total IC capacity, days until end of scenario,  and desperation.

# Example Build scheme:
	infantry = 		3
	cavalry = 		0
	motorized = 	5
	mechanized = 	6
	light_armor = 	0
	armor = 		10
	paratrooper = 	0
	marine = 		6
	bergsjaeger = 	3
	garrison = 		0
	hq = 			2
	militia = 		0
					# 35 %

	escort = 		5
	multi_role = 	7
	interceptor = 	3
	strategic_bomber = 4
	tactical_bomber = 6
	naval_bomber = 	5
	cas = 			5
	transport_plane = 0
	flying_bomb = 	0
	flying_rocket = 0
					# 35 %

	battleship = 	2
	light_cruiser = 4
	heavy_cruiser = 3
	battlecruiser = 0
	destroyer = 	6
	carrier = 		6
	submarine = 	4
	transport = 	5
					# 30 %
# NOTE: The sum _must_ be exactly 100%!


# Brigade preferences:
# (% of eligible division types that should be built with a certain brigade type)
# Land types:
	artillery			=	15
	sp_artillery		=	5
	rocket_artillery	=	0
	sp_rocket_artillery	=	2
	anti_tank			=	3
	tank_destroyer		=	5
	light_armor_brigade	=	0
	heavy_armor			=	0
	super_heavy_armor	=	0
	armored_car			=	0
	anti_air			=	5
	police				=	0
	engineer			= 	5
# Sum of these should be <= 100

# Naval types:
	cag				=	100
# Sum of these should be <= 100
}

First off, Paradox made a mistake. While the default for relative_build_scheme is yes, it should always be No. (per Phil K "relative_build_scheme = no" is known to be broken and was supposed to be fixed in 1.2 but did not get fixed! Hopefully it will be fixed in v1.3. - Mithel) Not a single AI file has it set to yes, and for good reason, an AI with relative_build_scheme set to yes is a very bad idea. It will try to produce the same amount of everything! Can you imagine the USSR building a battleship for every single infantry divison?

Well, Enough of that, Let's get down to business.
Max_batch refers the the longest amount of time the AI will set something serial run, the number being the maximum amount of days.
Home_front refers to times when the AI has been pushed into their core territories(IE: When the soviets are pushing into german homeland).

Now, The actual build scheme. These are very important for making a good AI, try to gauge how much of each unit the AI would actually need. One of the main reasons that the 1.1 AI was so bad was that Lothos(Creator of the hoi2 AI files) had most of the Major powers overproducing garrison units(This was fixed in 1.2). So be careful of what you do here.

Also, These are not the actual amount of units the AI will produce, but merely the proportion of their industry they will assign to making that unit type.
As stated, together the values for all land, air, and sea units must equal 100.

Brigades work the same way as unit build schemes, except the total value is not limited, but merely suggested.

I disagree, relative_build_scheme = yes has some valuable usage. Prior to war it really doesn't matter much (depending on the state of the initial OOBs!) but once war breaks out then relative_build_scheme = yes allows the AI to react to losses. If it's navy is wiped out then it will concentrate on rebuilding the navy, etc. This can be a bad thing in some situations! For example if the Italian navy is wiped out in 1942 we do not want Italy to spend the next two to four years building nothing but navy! Another example of where relative = yes will mess you up is if the initial OOB doesn't match the desired balance of units specified in the AI file. For example England may start off with a large navy but due to the AI file may build only ground units (and air) to achieve the specified balance before it starts building navy again. With relative = no the AI is braindead and unable to react to losses - Mithel

I don't want to delete the comments of whomever is suggesting to use relative_build_scheme = no but I've done over a dozen tests and as far as I can determine it does not work (v1.2). You should only use relative_build_scheme = yes . - Mithel

# bomber is now obsolete and NOT USED AT ALL replace and use Air Marshal instead

air_marshal = {
	icxdayscostfactor = 10.0		# How to value true industrial cost when  calculating expect causalties
	manpowercostfactor = 100.0		# How to value manpower cost when calculating  expect causalties
	destructionriskthreashold = 0.2		# when to fear a divisiopn might be destroyed

	airsuperioritydesirability = 10.0	# desirability is a multiplier used when  calcualting the mission desirability
	airsuperioritylosstolerance = 1.0	# tolerance is the required kill:loss ration  expected to do mission, 2.0 accept twice the losses of your enemy, 0.5 accept half
	groundattacklosstolerance = 1.0
	groundattackdesirability = 1.0
	interdictionlosstolerance = 1.5
	inderdictiondesirability = 1.0
	logisticalstrikelosstolerance = 4.5
	logisticalstrikeefficency = 0.01	# efficency is a tweakable param to adjust  according to how much actual damage comes from doing this mission (not to be confused with  desirability)
	logisticalstrikedesirability = 100000.0
	runwaycrateringlosstolerance = 1.5
	runwaycrateringefficency = 0.01
	runwaycrateringdesirability = 20000.0
	strategicstriketolerance = 4.5
	strategicstrikeefficency = 0.01
	strategicstrikedesirability = 1000000.0
	installationstriketolerance = 1.5
	installationstrikeefficency = 0.01
	installationstrikedesirability = 10.0
	navalstriketolerance = 1.0
	navalstrikedesirability = 10.0
	portstriketolerance = 1.0
	portstrikedesirability = 9.0

Placeholder

	# You can have any number of task forces, but if you add one you must add ALL the kinds  you want
	# as then the defaults aren't set.
	
	# The defaults currently are:
	taskforcetype = { 
		name = "Air Superiority" # Name can be anything and is only used to ease debugging
		
		desiredratio = 0.400 # What ratio taskforces of this type should a nation try to  form?		
		
		rangeweight = 10.000 # How important the range for an air divisions in this  taskforce-type?
		airkillpowerweight = 2000.000 # How important is an air divisions ability to kill  air in this taskforce-type?
		hardkillpowerweight = 0.000 
		softkillpowerweight = 0.000  
		navalkillpowerweight = 0.000 
		strategickillpowerweight = 0.000 
		
		transportcapacityweight = -1000000.000 # A huge negative number here keeps  transports out of this taskforce-type
		
		airvulnurabilityweight = -1.000  # How bad is being vulnurable to enemy air   (vulnurable is a mix of cost and defence value)
		surfacevulnurabilityweight = 0.000 
		
		# What AI missions should this task force consider?
		# Idle is the "mission" the AI is on when doing nothing,
		# Reorganize is the "mission" the AI is on when trying to reform its
		# air OOB to be more optimal. The other missions listed here correspond
		# to the standard tactical missions AND a rebase to the best airbase.
		
		# Possible missions are:			 
		idle = yes 
		reorganize = yes 
		air_superiority = yes 
		#Others not supported by the "Air Superiority" default taskforce type
		#interdiction
		#ground_attack
		#logistical_strike
		#runway_cratering
		#strategic_bombardment
		#installation_strike
		#naval_strike
		#port_strike
		#convoy_air_raiding
		#airborne_assault
		#air_supply	
	} 
	
	# the other defaults
taskforcetype = { name = "Soft Bombing" desiredratio = 0.200 rangeweight = 10.000
airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 2000.000
navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = - 1000000.000
airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes  reorganize = yes interdiction = yes ground_attack = yes } 
taskforcetype = { name = "Hard Bombing" desiredratio = 0.100 rangeweight = 10.000
airkillpowerweight = 0.000 hardkillpowerweight = 2000.000 softkillpowerweight = 0.000
navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = - 1000000.000
airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes  reorganize = yes interdiction = yes ground_attack = yes } 
taskforcetype = { name = "Strategic Bombing" desiredratio = 0.100 rangeweight = 10.000
airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000
navalkillpowerweight = 0.000 strategickillpowerweight = 2000.000 transportcapacityweight = - 1000000.000 airvulnurabilityweight = -0.500 surfacevulnurabilityweight = -0.500 idle = yes
reorganize = yes logistical_strike = yes runway_cratering = yes strategic_bombardment = yes  installation_strike = yes } 
taskforcetype = { name = "Naval Bombing" desiredratio = 0.100 rangeweight = 10.000
airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000
navalkillpowerweight = 2000.000 strategickillpowerweight = 0.000 transportcapacityweight = -  1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes
reorganize = yes naval_strike = yes port_strike = yes convoy_air_raiding = yes } 
taskforcetype = { name = "Airlift" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = -2000.000 softkillpowerweight = -2000.000 navalkillpowerweight = 0.000 
strategickillpowerweight = -2000.000 transportcapacityweight = 1000000.000 airvulnurabilityweight = -1.000 surfacevulnurabilityweight = 0.000 idle = yes reorganize = yes airborne_assault = yes air_supply = yes } 

}

Placeholder


#The number of leaders of a given type is equal to the number of units multiplied with the  leader_rartio.
#For example if you have 101 land units and land_field_marsal = 0.02 you will have two field  marshals.
#For example if you have 101 sea units and sea_admiral = 0.06 you will have six admirals.
leader_ratio = {
	land_field_marshal =0.02
	land_general =0.031
	land_lt_general =0.41

	sea_grand_admiral =0.02
	sea_admiral =0.061
	sea_vice_admiral =0.401

	air_marshal =0.02
	air_general =0.091
	air_lt_General =0.11



}

Placeholder

#Factors regarding amphibious invasions by ai.
invasion = {
  	#for evaluating specific province target.
	base = 1.0						# Relative modifier. (lower =  specific targets much more important.)
	random = 1.0					# How big a random range.  (1.0 = 1%)
	coastal = 1.0                   # increase to avoid coastal forts more.
	beach = 1.0                     # higher, avoid worst beaches.
	distance = 1.0                  # higher = avoid long distance.
	max_distance = 20.0		# ignore distances at higher distance than this.. 1 =  100km ingame.
	pocket = 1.0                    # prioritise pockets, ie provinces with no adjacent  controlled by same.
	island = 1.0                    # prioritise taking pure islands.
	enemy = 1.0                     # higher = much more wary of troops in province.
	adjacentenemy = 1.0             # higher = much more wary of troops nearby
	air_base	= 0.1   			# add this priority for air bases within  adjacentenemy
	naval_base	= 0.1				# add this priority for naval bases within adjacentenemy
	air_support	= 0.1   			# add this priority for beaches within  reach of air_bases
	ignore = [yes/no]				# Launch invasions even if we have a home  front. Default: no.

	redirect	  = priority/nearest/home   # priority refers to targets in the AI file,
						    				# nearest is the  closest enemy beach where the AI has
						    				# good attack odds and home is to return back to port

	#specific provinces can be targetted to get special bonuses..
	target = {
		898 = 1000 # Invasion of South Sicily (898) has super high priority. Negative  values preclude invasions there.
	}
}

Placeholder

#Factors controlling the naval AI
admiral = {
	#specific provinces can be targetted to get special bonuses..
	target = {
		592 = 200 # patrolling the south north sea have a big priority.
		...
	}

	#This is used to determine that it's a core seazone and its control is important.
	core = {
		592
		...
	}
	
	#Which provinces to use as bases..
	base = {
		592
		...
	}
	
	#Which areas to ignore.
	ignore = {
		#PLEASE NOTE THAT ITS AREAS..  Not province-names
		"northern baltic"
		"southern baltic"
	}

	min_org		= 95%	# NEW: Percent of org gained back before the unit can leave port
	min_dmg		= 95%   # NEW: Percent of dmg gained back before the unit can leave port
	return_org 	= 60% 	# NEW: PERCENT OF ORG LOST BEFORE RETURNING TO PORT applies to all fleets/ships
	return_dmg 	= 50% 	# NEW: PERCENT OF DMG LOST BEFORE RETURNING TO PORT for repairs  applies to all fleets/ships

}

Placeholder

# Factors to modify for technological development.
technology = {
	endgoal = { ... }			#list of endgoals to achieve.
	preference = { ... }		# list of techs to give bonus too.
	ignore = { ... } 			# Techs we will never research

	#preference to weight importance of research in these field.s
	armor = 2.0
	infantry = 3.0
	industry = 2.5
	aircraft = 0.6
	naval = 0.1
	land_doctrines = 4.0
	air_doctrines = 0.9
	naval_doctrines = 0.1
	secret_weapons = 0.4
}

Placeholder

# Factors to modify Trade Agreements.
trade = {
	favored = {
		TAG = X  	# Preferred Countries to trade resources with.
	}
	embargo = {
		TAG  		# Will not trade resources with these countries.
	}
	
	# A threshold for when the AI should cancel trade agreements. Default is 4.0. A lower  value means the AI will be more eager to cancel bad deals.
	cancel_deal_threshold = X		

	# These override the resource values in "db\resource_values.csv" for this AI unless set  to -1 (default.)
	energy = 			-1
	rare_materials = 	-1
	metal =				-1
	oil = 				-1
	supplies = 			-1
	money = 			-1
}

Placeholder

# Factors to modify Tech Sharing
tech_sharing = {
	favored = {
		TAG = X  	# Preferred Countries to trade techs with. Higher value also means better techs.
		...
	}
	embargo = {
		TAG  		# Will not trade techs with these countries.
		...
	}
	not = {
		ID  		# List of techs never to trade.
		...
	}
	prioritized
		ID = X  	# Priority to accepting trades with these techs.
		...
	}
}

Placeholder

Default AI Settings

In case you ommit something the AI will use default settings. The contents below were prepared by supplying an empty .ai file for a selected country and saving the game on the very first hour of 1936 GC in HOI2:DD+Arm 1.1 . This is also a good reference for the proper structure of an ai file. Bear in mind that the result is not complete as some variables and lists are ommited by the game if they have their default value or are empty, so I have added them manually and marked that by using italics.

I hope this will help you as the ai_file_doc.txt (and the notes above) are outdated and contain some spelling and number format errors (like sp_rct_artillery/sp_rocket_artillery). On the other hand we can be sure that all the game writes is 100% correct.

switch = no 
flags = { } 
max_front_ratio = 4.0000 
max_front_ratios = { } 
max_garrison_prop = 0.2000 
min_garrison_prop = 0.1000 
evac_islands = yes 
use_offensive_supply = yes 
neutrality = 0.0000 
war = 50 
ferocity = no 
reinforcement = 0.1000 
upgrading = 0.1000 
desperation = 0.3000 
spyprefs = { 
     percentage_on_spies = 0.0000 
     percentage_foreign_mission = 0.0000
     spyprefsdata = {
          country_priorities = 0.0000
          NumberOfSpies = 0.0000
          min_number_of_spies = 0.0000
          steal_blueprint = 0.0000
          minister_assassination = 0.0000
          smear_campaign = 0.0000
          coup = 0.0000
          sabotage_industry = 0.0000
          nuclear_sabotage = 0.0000
          found_partisans = 0.0000
          massmedia = 0.0000
          counter_espionage = 0.0000
          disrupt_techteam = 0.0000
          country = NONE
     }
} 
strat_redeploy_threshold = 5 
max_redeploying = 0.2500 
max_fuel_offensive = 100.0000 
combat = { }
resistance = { }
protect = { }
befriend = { }
demand_claims = { }
claim_acceptance = 0
liberate = { }
target = { }
exp_force_ratio = 0.6600 
exp_force_ratios = { } 
no_exp_forces_to = { }
admiral = { 
     target = { } 
     core = { } 
     base = { } 
     ignore = { } 
     min_org = 100.0000 
     min_dmg = 100.0000 
     return_org = 25.0000 
     return_dmg = 25.0000 
     min_core_attack_fleets = 0.0000 
} 
trade = { 
     embargo = { }
     favored = { }
     cancel_deal_threshold = 4.0000
     oil = -1
     energy = -1
     metal = -1
     rare_materials = -1
     money = -1
     supplies = -1
} 
tech_sharing = {
     embargo = { }
     favored = { }
     prioritized = { }
     not = { }
} 
invasion = { 
     base = 1.0000 
     random = 1.0000 
     coastal = 1.0000 
     beach = 1.0000 
     distance = 1.0000 
     max_distance = 99999.0000 
     max_staging_distance = 10.0000 
     pocket = 1.0000 
     island = 1.0000 
     enemy = 1.0000 
     adjacentenemy = 1.0000 
     air_base = 0.1000 
     naval_base = 0.1000 
     air_support = 0.1000 
     ignore = no 
     invasion = yes 
     help_allies = yes 
     redirect = nearest 
     target = { }
} 
air_marshal = { 
     icxdayscostfactor = 10.0000 
     manpowercostfactor = 100.0000 
     destructionriskthreashold = 0.2000 
     airsuperioritydesirability = 3.0000 
     airsuperioritylosstolerance = 0.8000 
     groundattacklosstolerance = 1.0000 
     groundattackdesirability = 2.0000 
     interdictionlosstolerance = 1.5000 
     inderdictiondesirability = 1.0000 
     logisticalstrikelosstolerance = 1.5000 
     logisticalstrikeefficency = 0.0100 
     logisticalstrikedesirability = 4.0000 
     runwaycrateringlosstolerance = 1.0000 
     runwaycrateringefficency = 0.0100 
     runwaycrateringdesirability = 1.0000 
     strategicstriketolerance = 1.0000 
     strategicstrikeefficency = 0.0100 
     strategicstrikedesirability = 5.0000 
     nukestriketolerance = 1.0000 
     nukestrikedesirability = 5.0000 
     installationstriketolerance = 1.0000 
     installationstrikeefficency = 0.0100 
     installationstrikedesirability = 1.0000 
     navalstriketolerance = 1.0000 
     navalstrikedesirability = 10.0000 
     portstriketolerance = 1.0000 
     portstrikedesirability = 9.0000 
     convoyraidtolerance = 1.0000 
     convoyraiddesirability = 0.0000 
     min_mission_strength_org = 0.5000 
     taskforcetype = { 
          name = "Air Superiority" 
          desiredratio = 0.4000 
          rangeweight = 10.0000 
          airkillpowerweight = 2000.0000 
          hardkillpowerweight = 0.0000 
          softkillpowerweight = 0.0000 
          navalkillpowerweight = 0.0000 
          strategickillpowerweight = 0.0000 
          transportcapacityweight = -1000000.0000 
          airvulnurabilityweight = -1.0000 
          surfacevulnurabilityweight = 0.0000 
          idle = yes 
          reorganize = yes 
          air_superiority = yes 
     } 
     taskforcetype = { 
          name = "Soft Bombing" 
          desiredratio = 0.2000 
          rangeweight = 10.0000 
          airkillpowerweight = 0.0000 
          hardkillpowerweight = 0.0000 
          softkillpowerweight = 2000.0000 
          navalkillpowerweight = 0.0000 
          strategickillpowerweight = 0.0000 
          transportcapacityweight = -1000000.0000 
          airvulnurabilityweight = 0.0000 
          surfacevulnurabilityweight = -1.0000 
          idle = yes 
          reorganize = yes 
          interdiction = yes 
          ground_attack = yes 
     } 
     taskforcetype = { 
          name = "Hard Bombing" 
          desiredratio = 0.1000 
          rangeweight = 10.0000 
          airkillpowerweight = 0.0000 
          hardkillpowerweight = 2000.0000 
          softkillpowerweight = 0.0000 
          navalkillpowerweight = 0.0000 
          strategickillpowerweight = 0.0000 
          transportcapacityweight = -1000000.0000 
          airvulnurabilityweight = 0.0000 
          surfacevulnurabilityweight = -1.0000 
          idle = yes 
          reorganize = yes 
          interdiction = yes 
          ground_attack = yes 
     } 
     taskforcetype = { 
          name = "Strategic Bombing" 
          desiredratio = 0.1000 
          rangeweight = 10.0000 
          airkillpowerweight = 0.0000 
          hardkillpowerweight = 0.0000 
          softkillpowerweight = 0.0000 
          navalkillpowerweight = 0.0000 
          strategickillpowerweight = 2000.0000 
          transportcapacityweight = -1000000.0000 
          airvulnurabilityweight = -0.5000 
          surfacevulnurabilityweight = -0.5000 
          idle = yes 
          reorganize = yes 
          logistical_strike = yes 
          runway_cratering = yes 
          strategic_bombardment = yes 
          installation_strike = yes 
     } 
     taskforcetype = { 
          name = "Naval Bombing" 
          desiredratio = 0.1000 
          rangeweight = 10.0000 
          airkillpowerweight = 0.0000 
          hardkillpowerweight = 0.0000 
          softkillpowerweight = 0.0000 
          navalkillpowerweight = 2000.0000 
          strategickillpowerweight = 0.0000 
          transportcapacityweight = -1000000.0000 
          airvulnurabilityweight = 0.0000 
          surfacevulnurabilityweight = -1.0000 
          idle = yes 
          reorganize = yes 
          naval_strike = yes 
          port_strike = yes 
          convoy_air_raiding = yes 
     } 
     taskforcetype = { 
          name = "Airlift" 
          desiredratio = 0.1000 
          rangeweight = 10.0000 
          airkillpowerweight = 0.0000 
          hardkillpowerweight = -2000.0000 
          softkillpowerweight = -2000.0000 
          navalkillpowerweight = 0.0000 
          strategickillpowerweight = -2000.0000 
          transportcapacityweight = 1000000.0000 
          airvulnurabilityweight = -1.0000 
          surfacevulnurabilityweight = 0.0000 
          idle = yes 
          reorganize = yes 
          airborne_assault = yes 
          air_supply = yes 
     } 
} 
garrison = { 
     defend_overseas_beaches = no 
     key_point_prio_mult = 0.0000 
     revolt_risk_mult = 0.0000 
     beach = 50 
     reserves = 20 
     capital = 100 
     human_border = 200 
     war_target = 100 
     opposing_alliance = 100 
     claim_threat = 100 
     unstable_border = 50 
     war_zone_odds = 2.0000 
     home_multiplier = 0.5000 
     overseas_multiplier = 0.3333 
     home_peace_cap = 10000 
     country_priorities = { } 
     province_priorities = { } 
     area_multiplier = { } 
     ignore = { } 
} 
military = { 
     relative_build_scheme = yes 
     max_batch_peace = 800 
     max_batch_war = 500 
     max_batch_home_front = 190 
     extra_convoys_war = 0.0500 
     extra_convoys_peace = 0.0500 
     infantry = 30.0000 
     cavalry = 5.0000 
     motorized = 10.0000 
     mechanized = 5.0000 
     light_armor = 0.0000 
     armor = 10.0000 
     paratrooper = 0.0000 
     marine = 0.0000 
     bergsjaeger = 0.0000 
     garrison = 0.0000 
     hq = 0.0000 
     militia = 0.0000 
     multi_role = 7.0000 
     interceptor = 10.0000 
     strategic_bomber = 0.0000 
     tactical_bomber = 2.0000 
     naval_bomber = 0.0000 
     cas = 0.0000 
     transport_plane = 0.0000 
     flying_bomb = 0.0000 
     flying_rocket = 0.0000 
     battleship = 0.0000 
     light_cruiser = 2.0000 
     heavy_cruiser = 0.0000 
     battlecruiser = 0.0000 
     destroyer = 5.0000 
     carrier = 0.0000 
     escort_carrier = 0.0000 
     submarine = 5.0000 
     nuclear_submarine = 0.0000 
     transport = 8.0000 
     artillery = 15.0000 
     sp_artillery = 5.0000 
     rocket_artillery = 0.0000 
     sp_rct_artillery = 2.0000 
     anti_tank = 3.0000 
     tank_destroyer = 5.0000 
     light_armor_brigade = 0.0000 
     heavy_armor = 0.0000 
     super_heavy_armor = 0.0000 
     armored_car = 0.0000 
     anti_air = 5.0000 
     police = 0.0000 
     engineer = 5.0000 
     cag = 100.0000 
     escort = 100.0000 
     naval_asw = 20.0000 
     naval_anti_air_s = 20.0000 
     naval_radar_s = 20.0000 
     naval_fire_controll_s = 20.0000 
     naval_improved_hull_s = 10.0000 
     naval_torpedoes_s = 10.0000 
     naval_anti_air_l = 0.0000 
     naval_radar_l = 0.0000 
     naval_fire_controll_l = 0.0000 
     naval_improved_hull_l = 0.0000 
     naval_torpedoes_l = 0.0000 
} 
front = { 
     strength = 1.0000 
     organisation = 1.0000 
     dig_in = 1.0000 
     soft_attack = 1.0000 
     hard_attack = 1.0000 
     ground_defense = 1.0000 
     support_defense_prop = 0.3300 
     river = 1.0000 
     frozen_attack = 1.0000 
     snow_attack = 1.0000 
     blizzard_attack = 1.0000 
     storm_attack = 1.0000 
     muddy_attack = 1.0000 
     largefort = 1.0000 
     smallfort = 1.0000 
     occupied = 0.8000 
     owned = 0.5000 
     jungle_attack = 1.0000 
     mountain_attack = 1.0000 
     swamp_attack = 1.0000 
     forest_attack = 1.0000 
     hill_attack = 1.0000 
     urban_attack = 1.0000 
     recklessness = 1 
     enemy_reinf_days = 6 
     reserve_prop = 0.2000 
     panic_ratio_vs_ai = 3.0000 
     panic_ratio_vs_human = 2.0000 
     base_attack_odds = 2.5000 
     min_attack_odds = 1.0000 
     max_attack_odds = 3.0000 
     reinforce_odds = 1.0000 
     withdraw_odds = 0.5000 
     distrib_vs_ai = op_defensive 
     distrib_vs_human = op_defensive 
     enemy_handicap = { } 
     passivity = { } 
     province_priorities = { } 
} 
construction = { 
     max_factor = 0.2000 
     transports = -1 
     escorts = -1 
     AA_batteries = no 
     max_AA_level = 10 
     AA_provs = { } 
     coastal_fort = no 
     max_coastal_level = 5 
     coastal_fort_provs = { } 
     radar_station = no 
     max_radar = 5 
     radar_provs = { } 
     air_base = no 
     max_air_base = 5 
     air_base_provs = { } 
     naval_base = no 
     max_naval_base = 5 
     naval_base_provs = { } 
     land_fort = no 
     max_land_level = 5 
     fort_borders = { } 
     fort_provs = { } 
     nuclear_reactor = no 
     max_nuclear = 10 
     nuclear_reactor_prov = -1
     rocket_test = no 
     max_rocket = 10 
     rocket_test_prov = -1
     ic_at_war = yes 
     force_ic_until = 1900 
     ic_end_year = 1946 
     IC_provs = { } 
} 
technology = { 
     endgoal = { }
     preference = { }
     ignore = { }
     armor = 1.0000 
     infantry = 1.0000 
     industry = 1.0000 
     aircraft = 1.0000 
     naval = 1.0000 
     land_doctrines = 1.0000 
     secret_weapons = 1.0000 
     air_doctrines = 1.0000 
     naval_doctrines = 1.0000 
} 
leader_ratio = { 
     land_field_marshal = 0.0300 
     land_general = 0.0500 
     land_lt_general = 0.2000 
     sea_grand_admiral = 0.0300 
     sea_admiral = 0.0500 
     sea_vice_admiral = 0.2000 
     air_marshal = 0.0300 
     air_general = 0.0500 
     air_lt_General = 0.2000 
} 

I have reformatted the taskforcetype and spyprefs sections so they would fit nicely on the screen. Also, the spyprefsdata sections are of course not needed at all if you don't plan to tell the AI how to use it's spies but I have listed it here so you could see the proper order of variables etc. Note: don't use the home_defence switch, it seems that it's not working (the section is not stored back into the savegame file).

Modding battle scenarios

Introduction

As Battlescenarios tend to be different the normal .eug files, Here is a guide to the differences and what they do.

Getting Started

The first part of the Battlescenario .eug file is rather familar to a normal .eug file.

Example:

name = "fallweiss_name"
panel = "scenarios/data/scenario_fallweiss.bmp"

header = {
	name = "Grand Campaign"
    startyear = 1939
    endyear = 1939
   free = no
	combat = yes	#this is a battlescenario


	GER = {
			desc = FW_GER
			picture = "scenarios\data\poland.bmp"		

	}


	POL = {
			desc = FW_POL
			bottom = yes
			picture = "scenarios\data\poland.bmp"		
	}

The name and panels works the same way as a normal scenario. The name in the header is dummied out and will never be seen ingame, The dates will only be used in the little pop-up box upon loading a scenario.
Now, free = no means the players cannot select countries other then the ones allowed below. If this is removed, players can select freely.
The combat = yes field adds the vs. to the middle of the country selection that you see in most Battlescenarios.
Now, next are the selectable countries, their descriptions( desc = ) can be exported to the cfg files or written in the file itself.
The picture( picture = ) will be the little battlemap or propaganda photo that appears in the nations information box upon clicking their flag.
Any country with bottom = yes will appear on far right of the screen. This is used in most battle scenarios so the two/more countries fighting are on opposite ends(See Below) Scenarioheaderexample.gif


Global data

Next you should see something like this

Example:

globaldata = {
	 rules = {
        diplomacy = no
        production = no
        technology = no
        }
   startdate = {
       year = 1939
       month = september
		day = 0
       }
   enddate = {
       year = 1939
       month = october
       day = 30   ###Last large pocket destroyed on 5th Oct
       }
		allies = {
	        id = { type = 15000 id = 1 }
			participant = { POL }
				}
		axis = 	{
	        id = { type = 15000 id = 2 }
			participant = { GER }
		}

		comintern = 	{
	        id = { type = 15000 id = 3 }
			participant = { SOV }
		}

Almost all of this works the same way as a normal scenario file, Creating wars also works the same way. Everything is the same except for one header.

rules = {
diplomacy = no
production = no
technology = no
}

Diplomacy = no Means that diplomacy tab may not be accessed or used by the AI
Production = no Means that the production tab may not be accessed or used by the AI
Technology = no Means that the technology tab may not be accessed or used by the AI

You can also allow any of these by changing their values to yes, Commenting them out, or deleting the line.

Map

This is the main radical difference between a battlescenario and a normal scenario.

Example:

map = {
no = all
#Poland
yes = 303
yes = 306
yes = 307
yes = 482
yes = 479
yes = 480
yes = 481
yes = 483
yes = 484
yes = 305
yes = 485
yes = 486
yes = 487
yes = 489
yes = 488
yes = 500
yes = 501
yes = 502
yes = 503
yes = 504
yes = 505
yes = 506
yes = 507
yes = 508
yes = 509
yes = 209
yes = 208
yes = 213
yes = 211
yes = 210
yes = 222
yes = 229
yes = 562
yes = 214
#Slovakia
yes = 475
yes = 478
yes = 477
yes = 490
yes = 476
# Bohemia-Moravia
yes = 471
yes = 472
yes = 466
yes = 467
yes = 470
yes = 469
yes = 468
yes = 474
#East Prussia
yes = 206
yes = 510
yes = 304
#Germany Proper
yes = 302
yes = 308
yes = 301
yes = 300
yes = 309
yes = 473
#Soviet Union
yes = 227
yes = 226
yes = 225
yes = 221
yes = 212
yes = 218
yes = 220
yes = 272
yes = 240
yes = 	1874
yes = 	228
yes = 	231

# Sea Zones
yes = 2477
yes = 2478
yes = 2480



top = {	x = 15556 y = 1712 }
bottom = {	x = 17304 y = 2912 }

}

Alright, The first part ( map = { no = all ) is the beginning of the header and a field that is telling the scenario that all of the map will be blacked out.
yes = 303
yes = 306
yes = 307 etc. Are then telling which parts of the blacked out map can be seen. Simply add Yes = Province ID for a province to be useable. Seazones use province IDs too, so if you want seazones, do the same thing.

The last part
top = { x = 15556 y = 1712 }
bottom = { x = 17304 y = 2912 }

}

Marks the top left and bottom right. Together, these two form a sqaure that can be used to limit the player's mapscrolling ability.

.Inc files, Victory points, and events

Finally, the inc and event files.

Example:

# Vp things
include = "scenarios/fallweiss/vp.inc"

include = "scenarios/fallweiss/germany.inc"
include = "scenarios/fallweiss/poland.inc"
include = "scenarios/fallweiss/soviet.inc"

event = "scenarios/fallweiss/fall_weiss_events.txt"

The first .inc file is a victory points file, listing where victory points are.
The next three are the .inc files being used in this scenario.
The last line is a direct link to the events file used for this scenario. Since Battlescenarios only have a few events, they can usually be stuffed into one or two files instead of needing a event directory.

Modding building costs

Editing the cost for buildings is very simple! If you want to know how, please keep reading:

First you open a file called building_costs in the C:\Program Files\Paradox Interactive\Hearts of Iron 2\db Directory.

Once you open the file, then you see all the buildings that you can build in hoi2.

For example, say we want to mod the land fort...

You should see something like this:

landfort = {
	  cost		= 5
  	  buildtime 	= 120
  	  manpower	= 0
  	  size		= 1
}

As you can see, it's rather simple...

Here is what each value represents:

cost
How much IC it costs while building
buildtime
How many days it takes until completion
manpower
How much manpower it costs to create.
size
How big it becomes upon completion. This would determine the capacity of a airbase or a naval base.

NOTE! As always when modding, make sure to have a backup of the original file in case you really mess things up!

Modding colorscales.csv

Introduction

colorscales.csv allows you to change the colours shown on the map -- the political map, the terrain map, any map. However, it does not let you assign colours to the various aspects of each map. We'll explain more on this later.

Basic Structure

Here is the typical structure of one of the entries in a colorscales.csv file.

Black;;;
red;green;blue;index
120;120;120;0
60;60;60;29
40;40;40;50
10;10;10;64

Two things to note about this -- do not play with the first two lines, the hard returns or the semi-colons. These elements are vital to the structure of the file.

Meaning of the lines

The first line (Black;;;, in this case), represents the "name" of the colour that is being represented. Thus, the name of this colour is "Black". 'NOTE': this, however does not mean that the colour will be black! Often times the name of the colour in colorscales.csv will not correspond to its appearance in-game. For example, Bulgaria is turquoise in the game, however, in actually it uses the colour named "LightBrown". Take note of this clearly.

The first three numbers in each line represent an R,G,B (red, green, blue) value from '1 to 255'. This represents how much of each of the three primary colours to add to that specific shade.

The last number in the line represents the index, which ranges from 0 to 64. 0 represents the middle of the province, usually the brightest colour on the map. 64 represents the edge of the province, or the darker colour. The first line 'must' have an index of 0 and the last line 'must' have an index of 64. The two lines in between must be in ascending order in between 0 and 64.

Basically what is happening is that as you go from the middle of the province to the edge, the index number is counting up from 0 to 64. We'll illustrate how to use this later.

Examples of R,G,B Values

To somebody who has used a graphic editor, this will be very straight forward.

Let's see what the Red used for the Soviet Union's values are:

dark red;;;
red;green;blue;index
255;0;64;0
220;0;64;13
180;0;64;24
76;0;64;64

Which will produce this red:

File:Darkred.png

Notice that the first column of values are very high, from 76-255, while the values in the green column are all 0, and the value in the blue column are 64. This combination will produce a red that predominates.

To produce a French blue, we can use these values:

blue;;;
red;green;blue;index
255;255;255;0
255;255;255;0
170;180;195;0
90;90;130;64

Note here that the first two values are listed as '255;255;255;0'. This means that they are thrown away and not used. The bottom two values, all have the blue column in very high numbers. However, note that the third line all has numbers above 170. When red, green and blue are all very high numbers, this produces a very light colour. Since blue is the highest, however, it will predominate:

File:Blue.png

Another example will be brown, as found in Austria and Sinkiang:

brown;;;
red;green;blue;index
179;182;130;0
180;132;80;20
155;111;66;50
150;105;64;64

These values are harder to interpret, since brown is not red, green or blue. Brown is actually a dark orange, which would put it in between red and green, and we see in the bottom linethat red and green values are the highest. At the top line all the columns are equally high, and this produces a pale brown. Therefore at the edges of the province we expect to see a pronounced brown colour, while in the middle is a much more pale shade of brown:

File:Brown.png

Colour Palette

There are 26 colours defined in colorscales.csv, but only about 23 are actually usable. Here is a list of them (Bold means that it holds a special purpose):

Black Green Orange
light blue light grey light brown
dark yellow yellow dark grey
light yellow grey dark green
blue light red white
dark brown red light green
light orange brown dark blue
dark red dark orange water
border border outline

Colour Assignments

Unfortunately, some color slots are hard-coded to correspond to map modes. For example, the "white" slot will always be used for snow, no matter what color "white" actually is (i.e., using the "white" slot for a nice shade of Russian red would make snow red on the weather map).

Here is a list of all the different colour Assignments:

Terrain Mapmode
Colour Used For
Orange Clear
DarkGray Urban
Green Forest
DarkGreen Jungle
Yellow Desert
LightGreen Marsh
DarkOrange Hills
Gray Mountains
Weather Mapmode
Colour Used For
White Snow
Brown Mud
Economic Mapmode
Colour Used For
Green Has at least one industry
DarkGreen Has no industry
Supply Mapmode
Colour Used For
Green In Supply
Red Out of Supply
??? Seazone with a Convoy
Partisan Mapmode
Colour Used For
Green Negligible or no partisan activity
??? Moderate or severe partisan activity is marked as shades of red
VP Mapmode
Colour Used For
Green Friendly province with a few Victory Pionts
Dark Green Friendly province with many Victory Points
Yellow Neutral province with a few Victory Points
DarkYellow Neutral province with many Victory Points
Red Enemy province with a few Victory Points
LightRed Enemy province with many Victory Points

NOTE: Attempting to apply the color "Water" to a nation can sometimes produce odd results. I attempted to make Canada "Water" but instead got the color used in the "LightOrange" slot.

Areas and regions also use these hardcoded slots, though I am not aware if you can define which area uses which slot. I am sure it is possible, but I am unsure of the location.

Modding difficulty levels

Open the file /db/difficuly.csv and change the values which you want.

The first line VERYEASY;EASY;NORMAL;HARD;VERYHARD is just a comment, so no point in changing that. The next 2 sections are the ones that matter, subsequent sections are not used. The numbers are percentage penalties/bonuses for each setting

I find that the difference between the difficulty levels is too big so I create 2 new levels
1) half way between Normal and Hard
2) half way between Hard and VeryHard
and delete the 2 easy levels which I never want.

Since VERYEASY;EASY;NORMAL;HARD;VERYHARD will always be the options displayed when creating a new game, you have to remember which option corresponds to which difficulty level.

I do not have the original settings any more as I use StonyRoad which I think modified the settings, so for StonyRoad I use the following

HUMAN;;;;;;;X
INDUSTRY;0;-7;-15;-23;-30;;X
RESOURCES;0;-15;-30;-45;-60;;X
MANPOWER;0;-10;-20;-30;-40;;X
RESEARCH;0;-5;-10;-15;-20;;X
ORGANISATION;0;-5;-10;-15;-20;;X COMBAT;0;-5;-10;-15;-20;;X
MOVE_SPEED;0;-3;-5;-7;-10;;X
DISSENT;0;-15;-30;-45;-60;;X
DIPLOMACY;0;-10;-20;-30;-40;;X
INTELLIGENCE;0;-3;-5;-7;-10;;X

AI;;;;;;;X
INDUSTRY;0;7;15;23;30;;X
RESOURCES;0;15;30;45;60;;X
MANPOWER;0;10;20;30;40;;X
RESEARCH;0;5;10;15;20;;X
ORGANISATION;0;10;20;30;40;;X
COMBAT;10;7;5;2;0;;X
MOVE_SPEED;0;2;5;7;10;;X
DISSENT;0;5;10;15;20;;X
DIPLOMACY;0;5;10;15;20;;X
INTELLIGENCE;0;5;10;15;20;;X

The following table shows the option to choose for the new difficulty settings

 Select     gets a standard difficulty of 
Very Easy    Normal
Easy         Normal-Hard
Normal       Hard
Hard         Hard-VeryHard
Very Hard    Very Hard

Modding eug files

Introduction

The .eug file in the \scenarios subdirectory is the first stop to modding scenarios. It contains information such as the start date, the countries that are selectable, and which files to include in the scenario.

Name, panel and header

The first part of the .eug file consists of the name, the graphic panel, and the headers.

name = "1936_SCENARIO"
panel = "scenarios/data/scenario_1936.bmp"
 
header = {
       name = "Grand Campaign"
       startdate = 1936
       enddate = 1948

The name (name = "1936_SCENARIO") will be the name of the scenario. This can be exported to a .csv file (in the \config directory) or just written in. The panel (panel = "...") will be the little graphical panel that will appear under the name.

The header field contains the information that will pop upon starting a campaign and checking victory points(F1). Note that the actual startdate is determined in the global data field, not here.

Next you should see something like this:

selectable = {
   ENG FRA GER HOL POR ITA SOV SWE TUR JAP CHI POL NOR BEL DEN SCH CUB GRE BUL YUG HUN
   ROM AUS CZE IRE EST LAT LIT FIN PER AFG BRA ARG MEX COL VEN PRU ECU URU PAR BOL CHL
   NZL CAN AST MAN USA ETH SPR CHC ALB SIA SAU MON GUA COS NIC DOM PHI BHU SAL HAI HON
   IRQ LIB LUX NEP OMN PAN SIK SAF TAN TIB YEM CGX CSX CXB CYN EGY
   }
ENG = { }
FRA = { }
ITA = { }
GER = { }
SOV = { }
POL = { }
CHI = { }
JAP = { }
CAN = { }
USA = { }
}

The first part - the selectable field - contains tags for the countries that can be selected in this scenario. If you want to make a country unplayable then you can remove its tag from this list. If you added a new country and you want to make them playable, you should add the new tag here.

The second part consists of a number of tags listed horizontally. These are the nations that have been "pre-selected" by the scenario designer and will be selectable without having to right click and change the flag in order to play. You can add as few as one tag, and as many as would be visually appealing.

Between the brackets behind the country tag, additional information can be added for the countries. For example:

instead of:
FRA = { }

you could type:
FRA = { picture = "scenarios\data\propaganda_fra_1939.bmp" }

or:
FRA = { desc = "blablabla" }

or both:
FRA = { picture = "scenarios\data\propaganda_fra_1939.bmp" desc = "blablabla" }

More fields that can be defined are

set_ai_aggresive = [0...x]
set_difficulty   = [0...x]
set_gamespeed    = [0...x]
share_country    = 0/1
optionmode       = 0/?
combat           = yes/no
free             = yes/no

and probably lots more

Global Data

Here comes the main stuff, determining what parties belong to the alliances, and when the scenario starts and finishes.

globaldata = {

    startdate = { year = 1936 month = january day = 0 }

    enddate =   { year = 1947 month = january day = 0 } 

    allies =    {
	         id = { type = 15000 id = 1 }
	         participant = { ENG IRQ FRA AST NZL CAN SAF NEP BHU YEM OMN }
	         }
    axis =      {
	         id = { type = 15000 id = 2 }
		 participant = { GER }
	         }
    comintern = {
	         id = { type = 15000 id = 3 }
		 participant = { SOV MON TAN }
		 }
    alliance =  {
		 id = { type = 15000 id = 4 }
		 participant = { CHI CXB }
		 }
    alliance =  {
		 id = { type = 15000 id = 5 }
		 participant = { EST LAT }
		 }
             }

The startdate field defines when the scenario begins and the enddate field when the scenario ends. Unless you have installed a no-time limit patch , these can only be between January 1st 1936 and December 30th 1947.

Below those you should see the allies , axis , and comintern fields. By adding tags inbetween the sets or brackets, you can add new members to the specific alliance. For instance, you could add ITA in the axis participant brackets after GER so that upon loading the scenario Italy is a member of the Axis powers. The first tag in the list will be the leader of the alliance.

Beside the main three alliances, there can also be other alliances. There is no limit to the amount of these alliances, but each one must have a unique id.

    # Little entente
    alliance =  {
		 id = { type = 15000 id = 13 }
                participant = { CZE POL YUG ROM }
                }

Note that in this example the first line is commented out (with a #) and will not be read by the game.

In the same way, you can also add ongoing wars into this globaldata field.

          war = {
             id = { type = 9430 id = 1 }

             date = { year = 1935 month = october day = 3 }
             enddate = { year = 1936 month = january day = 0 }
 
             attackers = {
                          id = { type = 9430 id = 2 }
                          participant = { ITA }
       	          }
             defenders = {
      			   id = { type = 9430 id = 3 }
           		   participant = { ETH }
       	          }
                }

In this example, Italy starts off at war with Ethopia. Italy is the attacker (the one who will gain monthly belligerence), and Ethopia is the poor defender. Both the attacker group and defender group require a unique ID. As with alliances, there is no limit to the amount of ongoing wars you can have, but they all need a unique ID. These ID's are not connected to any other ID's in the file. You can have multiple attackers or defenders; just put putting multiple tags in the brackets.

Don't forget to add a final bracket ( } ) to finish off the globaldata field when finished.

Other fields that may be included in the globaldata field are:

flags     = { }

where in-game flags can be defined and set,

rules     = { diplomacy = no }

which eliminates the possibility to use the diplomacy screen. Similarly, you can disable the production and research screens.

Treaties of all flavours

Here you can create different treaties between the different countries.

treaty = {
     id = { type = 16384 id = 1 }
     type = non_aggression
     country = USA
     country = ARG
     startdate = { year = 1935 month = december day = 30 }
     expirydate = { year = 1948 month = december day = 30 }
     }

First off, the ID. Keep in mind that all treaties share the same ID field, whether it concerns trade, peace, or non agression treaties.

     id = { type = 16384 id = 1 }

Next, the code lists what kind of a treaty it is. Usually it's just a non aggression ( non_aggression ) or a trade treaty, but you can create pre-made peace treaties as well.

The startdate is when the treaty has started to be effective, and expirydate defines when the treaty will end. Setting a start date before the campaign end date is a waste of CPU.

When you need to create a trade agreement, almost the same method is used. Observe:

treaty = {
     id = { type = 16384 id = 317 }
     type = trade
     country = "HOL"
     country = "MEX"
     startdate = { year = 1935 month = december day = 30 }
     expirydate = { year = 1948 month = december day = 30 }
     rare_materials = -4
     supplies = 2
     }

The order of those resources at the bottom corresponds to the order of the countries under type = trade. In this case the Netherlands (HOL) is trading Mexico (MEX) four rare meterials in exchange for two supplies a day.

Map visibility

You might wish to make parts of the map not visible (and therefore usable). This can also be used to eliminate certain portions of the map, such as the Suez Canal.

map = {
  no = all
  yes = 3
  yes = 4
  (... etc)
  yes = 2608
  }

or

map = {
  no = 100
  }

Including files, victory points, and events

Finally, at the bottom of the file, you will see this.

# Vp things
include = "scenarios/1936/vp.inc"
 
# Countries
include = "scenarios/1936/cyn_36.inc"
include = "scenarios/1936/cgx_36.inc"
include = "scenarios/1936/cxb_36.inc"
include = "scenarios/1936/csx_36.inc"
include = "scenarios/1936/germany.inc"
include = "scenarios/1936/holland.inc"
     (... etc etc etc ...)
include = "scenarios/1936/sik.inc"

include = "db\events.txt"
event = "db\events\newevents.txt"
event = "db\events\AI_switches.txt"

These lines tell the scenario what files it should include when the scenario loads (although you may just as well give them another extension such as .txt). You need to include every .inc file for that scenario for it to be used (although you might combine several countries).

You can combine as much as you want into fewer files (for instance you can combine all balkan countries into one file), if you think this would be more practical, or you could split information into separate files (for instance if you want a separate file provinces.inc with all information about naval bases, ic, etc.). In this way, usually, the victory point distribution in the scenario has it's own .inc file.

There are two ways to link event files. The easy though less flexible way is to link the events files directly:

event = "db\events\newevents.txt"

Alternatively, include a link to an event database that lists multiple event files:

include = "db\events.txt"

Here, you can see that a text file is linked to, which is located in the \db subfolder and called events.txt. This file in turn lists the events files that should be loaded.

The generic event database does not list the ai_switches file because each scenario uses a different file, so you could link an AI switch file here.

Important Note: Be careful to include the final ending bracket where required.

Modding events

If combat is the heart of the game, and the AI is the brain, events are the skeleton that holds the whole thing together, and sets stage for the coming World War. Users can modify these events or create new ones to bring an entirely new flavor to the game or just tailor it to their own personal tastes.

Event files are contained in the db/events folder.

Listed below are some guides, cheat sheets, and examples for editing these event files within the game.

Modding graphics

Grayscale pictures in HoI2

The grayscale pictures in HoI2 like the leader, minister or techteam pictures are not really grayscale pictures. Instead the first two colors are reserved for transparency. See the picture for an example. The left picture uses a normal grayscale palette, the right picture uses a grayscale palette were the first two colours are reserved for transparency.

Same picture without and with correct palette

The easiest way to handle transparency problems is by just using one picture which comes with the vanilla game (and thus has the right palette) as a template for your graphics. Just prepare your graphic with a normal grayscale palette and when it is finished, copy & paste it into the your picked template picture. Then save the picture under a new name and you are done.

You should also note that all the grayscale pictures have a white margin of one pixel width. This margin isn't necessary, but it usually increases the contrast.

Some troubleshooting advice

Right now this will only be a truobleshooting section, because you'll really need to know quite a bit about graphics before you can make your own graphics to a degree.

The important things to know are these:

In-game, my graphic looks roughly like what I did, but it's all in funny colours!

See Modding Palettes for more detail.

In-game, my graphic is in all random coloured dots and looks NOTHING like the graphic that i made!

Screwed up Image File

Why do some of my graphics have bright green or bright pink borders around them?

In-game, my province images aren't showing up.

Where do I get the HoI2 Skin Template?

SKIF (Scytth & Kristoff Icons Factory)

A fantastic little graphics touch-up to the in game unit icons.

Paradox Interactive Forums SKIF Thread

SKIF Website


DMP (Design Mod Projekt)

A big Modproject with alot of new sprites and graphics for alot of countries.

DMP Website

Modding in-game music

Like all modding, please backup all files before modifying anything

Modifying the playlist for the in-game music played for HoI2 is not only easy, but very quick.

After opening the music subfolder, there are a dozen or so mp3 files along with three .txt files: looby.txt; peace.txt; and war.txt. These are you "playlists" for lack of a better term. Without editing these files, no matter what mp3s you add to the music subfolder, HoI2 will not play them.

So, lets say we want to add Tchaikovsky's War of 1812 to the soundtrack. Take that mp3 and copy/move it into the mp3 folder. Now, for ease of use, rename it to something like "1812.mp3" or "tchaikovsky1812.mp3." Why? Remember those three playlists I mentioned? They are text files. And since HoI2 reads whitespace (read: spaces and tabs) as an indication to mvoe forward, having it named "Tchaisovsky 1812.mp3" won't work. Why? Let me explain in the next step.

Now, we want to HoI2 to load this song up when we are loading the game instead of the normal start-up music. Yes, you can do this. Open up lobby.txt. You should see only one line of text "hoi2-overture". This is the playlist for music while loading before the title screen and for the main menu. Now add "1812" on the next line. Now, if you save this file and load up HoI2, and wait for the Overture to stop, you'll notice that the War of 1812 is playing. The order of which the tracks list in the text document is the order that they are played in. Makes sense, right?

So now, lets look at the war.txt and peace.txt. Wonder when those get played? (Please tell me you do).

But, you want to add a song that is you just think is the epidomy of war songs- Carmina Burana. So we move it into the music folder, rename it "carmina.mp3" for good measure, and open up war.txt. Add it to the top line (so it is first in the queue). Now, any time you go to war, this will be the first song played in the playlist.

So that's adding music to the playlist. Removing things is just as easy. Simply remove the files's name from the playlist.

Modding inc files

Like all modding - Make Backups

Okay, now on to the .inc files. For the purposes of this page, I'll be using the persia.inc file out of the 1936 scenario folder. The path is /scenarios/1936/persia.inc (if you want to change things to see their effect in game . First, at the top, you'll see something like this

province = {
         id = 1492
         anti_air = 2
         naval_base = {
                  size = 3
                  current_size = 3
         }
         air_base = {
                  size = 1
                  current_size = 1
         }
}

This section of the .inc file will edit a particular province in the map. In this case, province id #1492 is be altered to include AA guns level 2, a naval base at level 3, and a small air base (level 1). If you changed any of these numbers (up to a maximim of 10), those buildings would be at that level when you started up the game. In this case, however, you can specificy the maximum size (naval_base size = 3} and have the current_size be less than that. Basically, you can use this feature to give the feeling of having recently conquered that province (as normal in the game)

But what if we wanted to make a change here? Add some much needed IC to Persia? There are two ways. I prefer the first, but let me show both ways to the same end.

 ic = { size = 50 current_size = 50 }

or

 ic = 50

Both of these would create a whopping 50 factories in province id #1492. This can theoretically be done with any part of the province's characteristics (resources, land forts, etc), up to their logical maximums (10 for AA, bases, etc_. You could set the max size (the size characteristic) to 50 and then the current_size to 0 and force it to work its way back up to full capacity. But that's just playing with numbers.

Mind you, there is a subtle difference between the two syntaxes, and the same applies equally to other province improvements like infrastructure, naval bases, air bases, etc. The first variant defines the new size of the specified installation type, the second variant modifies the size.

What does this mean? Well, if you would use the first syntax on province 1184 (Tokyo) instead of province 1492 in this example, then Tokyo would simply end up with 50 IC in the scenario. If you would use the second, simpler syntax, then those 50 IC would be added to any IC already present. Tokyo receives 20 IC from the province.csv file, so it would end up with 70 IC in the scenario.

This also works cumulatively in the scenario files. If you would (by mistake for example) create two province sections for the same province, both having ic = 50 as contents, then that province would end up with 50 + 50 + province.csv default value = 100+ IC. If you had used the more elaborate syntax, then the province still ends up with 50 ic, no matter how often it's repeated in the scenario setup.

One extra note. If you want to use this syntax to override or adjust the province infrastructure, be advised that the size and current_size values must be specified as values between 0.0 and 1.0, which deviates from the representation in the province.csv file. In the province.csv file, infrastructure is represented as a percentage value ranging from 10 through 100.

On to more important things.

After all the province alterations (some files like the US have plenty of them_ for the campaign, you'll come to what looks like a normal header.

country = {
  tag = PER

If you want to make this country a puppet of another, or grant military control to another, then add

 control = GER

For military control of Persia to Germany (any nation's tag can be used), and

 puppet = GER

For Persia to be a puppet of Germany (agian, any nation's tag

This will be followed by

 # Resource Reserves
 energy = 1000 metal = 1000 ...

and so on. Editing these increases the reserves a country starts with. Next is

 capital = 1502

Which is the capital of Persia

 manpower = 96

The amount of available manpower, and finally

policy = {
date = { year = 0 month = january day = 0 }
democratic = 3
political_left = 4
freedom = 3
free_market = 5
professional army = 3
defense_lobby = 5
interventionism = 5

These are the locations of the sliders of that particular country. While 1 is all the way to the right, 10 is all the way to the left. I figure you understand how to manipulate these.

Next come three "province" sections - owned, controlled and national. This is where you can really cause some problems.

Any changes to the first two will cause problems. Why? Lets say you add province #1 to the owned and controlled list. Now both Persia and Denmark both own and control the same province. That can't happen. So if you change this by adding or subtracting a province, make sure that change is reflected elsewhere. In this case, if you add province #1, you would need to go into the Denmark .inc file and remove it there. Those wanting to make some of the revolt.txt nations start in existance will need to make sure of this.

National provinces, however, do not cause this problem. Many nations can claim the same lands. Heck, what are most wars fought over, if not resources?

Generally, You would see the diplomacy section.

diplomacy = {
relation = { tag = AFG value = 25 }
relation = { tag = DEN value = 50 }
relation = { tag = ENG value = 25 }
relation = { tag = IRQ value = 125 }
relation = { tag = SAU value = 100 }
relation = { tag = SOV value = -20 }
relation = { tag = SWE value = 50 }
relation = { tag = TUR value = -50 }
}

You can use these to set that country's relations upon scenario load. If you want them to start off with military access to a certain country, add access = yes after the relation value but before the closing bracket, like so:

relation = { tag = SOV value = -20 access = yes }

To give military access to the Soviet Union.

If you want that country to start with a guarantee of independence for another country, add guaranteed = { day = NA month = NA year = NA } Replacing the NA's with the day, month, and year respectively, like so

relation = { tag = AFG value = 25 guaranteed = { day = 1 month = january year = 1936 }

And now Persia is guaranteed independence by Afghanistan.

Next, comes the Techs (I'm not going to type this out, its pretty basic. Adding other Tech IDs here will give the country those techs to start out with. Simple, eh?

Now comes the biggest part. And this can be a toughie. The first part of it looks like this...

 landunit = {
 location = 1502
 name = "Lasgar Parsi"
 id = { type = 16600 id = 1 }
         division = {
         id = { type = 16600 id = 2 }
         name = "1. Dastebandi Sarbaze Piyade"
         type = infantry
         extra = artillery
         }
        ....
         }

This is the land units that Persia will have when starting the campaign. Note two big things. First the "type" ID. This ID must be unique compared to all the countries in the campaign. I know that 5000+ (tested through 5050) will not conflict with any other nations, but that is only if you are creating new nations. Next is the id. This must be unique among the nations units. Notice that the unit has a 1, then the division has 2. The other division (not seen here) has a 3. If we were to copy these units (from landunit down to the last bracket) we would only need to change the ID numbers to 4, 5, and 6, and they would appear in the game.

But, at the bottom is another unit, or so it seems. Notice the '#'s? These are basically the comments for the language HoI uses (like // in C). This means the parser will skip these when reading this. If we were to remove these, Persia would start off with a Destroyer in province 1497 (based there also).

Well, I think that about covers it. If I run across something more useful, I'll edit this. And feel free to edit this yourself. I know there are things I've missed. Hope this helps!

-- Tux 03:46, 5 May 2005 (CEST)

Modding leader files

Introduction

Don't quite have enough Leaders to lead your armies? Well, Why not create some more?

Getting Started

You can find leader files in Paradox Interactive\Hearts of Iron 2\db\leaders

The leader files are divided into multiple files based on the country. These files are saved using Comma Separated Values format. Csv files use a special character to separate fields. In Paradox games, it is semi colon (;).

In the first line of each files you will see something like this:

Example:

Name;ID;Country;Rank 3 Year;Rank 2 Year;Rank 1 Year;Rank 0 Year;Ideal Rank;
Max Skill;Traits;Skill;Experience;Loyalty;Type;Picture;Start Year;End Year;x

This is not a part of leader data. It is there mainly to provide guidance for you so that you will understand the order of the fields.

Fields Details

Name

Each Leader needs a name, it does not have to be unique but it will help you to differentiate him from other leaders. A caveat, make sure the name does not contain semi-color(;) or a colon(:).

Example:

Napoleon;328328;FRA;1789;1807;1811;1813;0;9;22;9;0;5;0;NAPO;1789;1815;x

ID

Each Leader needs to have a unique ID. Without one, the game will give you an error message when loading a scenario.

Example:

Napoleon;328328;FRA;1789;1807;1811;1813;0;9;22;9;0;5;0;NAPO;1789;1815;x

Country

You need to set the country tag for the leader. A tag is 3 characters string that the game uses to easily differentiate countries. For example France has the FRA tag.

Example:

Napoleon;328328;FRA;1789;1807;1811;1813;0;9;22;9;0;5;0;NAPO;1789;1815;x

Ranking Years

This is the date your leader was assigned each rank. This is used to determine the rank of the leader upon loading a campaign.
For example, if you wish to make Rommel a Field Marshall in the 1936 campaign, you will need to change his rank 0 to 1936 or lower.

0 = Field Marshall
1 = General
2 = Lt. General
3 = Mj. General
Example:

Napoleon;328328;FRA;1789;1807;1811;1813;0;9;22;9;0;5;0;NAPO;1789;1815;x

Ideal Rank

An Ideal rank will give a leader an increased speed in gaining experience while his rank is lower than the specified one.

Example:

Napoleon;328328;FRA;1789;1807;1811;1813;0;9;22;9;0;5;0;NAPO;1789;1815;x

Maximum Skill

This field sets the maximum skill that a leader can have.

Example:

Napoleon;328328;FRA;1789;1807;1811;1813;0;9;22;9;0;5;0;NAPO;1789;1815;x

Traits

This field contains the traits of the leader. Please read leader traits for more information.

Example:

Napoleon;328328;FRA;1789;1807;1811;1813;0;9;22;9;0;5;0;NAPO;1789;1815;x

In this case, the leader has the offensive doctrine, defensive doctrine and trickster traits.

Skill

This is the leader's Skill. Each skill point provides a 2% bonus on troop strength in battle.

Example:

Napoleon;328328;FRA;1789;1807;1811;1813;0;9;22;9;0;5;0;NAPO;1789;1815;x

Experience

This field sets the leader's experience. The default is 0.

Example:

Napoleon;328328;FRA;1789;1807;1811;1813;0;9;22;9;0;5;0;NAPO;1789;1815;x

Loyalty

This field supposedly represents the leader's chance of being killed randomly. Currently it is not used.

Example:

Napoleon;328328;FRA;1789;1807;1811;1813;0;9;22;9;0;5;0;NAPO;1789;1815;x

Type

This is the leader's line of work.
0 = Land Leader
1 = Sea Leader
2 = Air Leader

Example:

Napoleon;328328;FRA;1789;1807;1811;1813;0;9;22;9;0;5;0;NAPO;1789;1815;x

Picture

This is the leader's in-game picture, The coresponding .bmp must be put in Hearts of Iron 2\GFX\Interface\pics. Assuming you have already placed a picture file named "NAPO.bmp" in that folder, you can assign the picture to the leader by placing the filename (minus file extension) in the field.

Example:

Napoleon;328328;FRA;1789;1807;1811;1813;0;9;22;9;0;5;0;NAPO;1789;1815;x

Start Year

On January 1st of this year, the leader will enter the country's service.

Example:

Napoleon;328328;FRA;1789;1807;1811;1813;0;9;22;9;0;5;0;NAPO;1789;1815;x

End Year

This is when the Leader "dies". As of 1.2, the leader may die in that year and subsequent years if he is engaged in battle.

Example:

Napoleon;328328;FRA;1789;1807;1811;1813;0;9;22;9;0;5;0;NAPO;1789;1815;x

Modding minister files

Introduction

Editing Ministers is pretty easy, In \Hearts of Iron 2\db You will find a folder called ministers. In this file are the ministers for each country.

Don't quite fancy Stanley Baldwin a Prince of Terror? Think Hjalmar Schacht should be a Laissez Faire Capitalist? Keep reading to find out how to make it so.

Getting Started

The first line in each minister file is just a contents key, the only thing that needs to be changes is the country tag which should be adapted to the country you are currently working on. Below is an example of the first line in a file.

Example:

BHU;Ruling Cabinet - Start;Name;Pool;Ideology;Personality;Loyalty;Picturename;x

In this example, I am editing Bhutan's ministers. Replace the BHU tag with the country you are working on(Assuming it's a Custom Country) or just open the file for the country you are working on.

Also note that as with the Leaders and Tech team files, each field of information is seperated by a semi-colon(;).

The Ruling Cabinet

The first ten ministers after the content key line will be the ministers that will be ruling the country at gamestart. The ones after the ;Replacements;;;;;;;x line are available replacement ministers.

Note that Heads of State and Heads of Government may only be changes by events or slider alterations.

Example:

GER;Ruling Cabinet - Start;Name;Pool;Ideology;Personality;Loyalty;Picturename;Country
1;Head of State;Adolf Hitler;NA;NS;Powerhungry Demagogue;High;M1;x
2;Head of Government;Rudolf Hess;NA;NS;Silent Workhorse;High;M40;x
3;Foreign Minister;Constantin von Neurath;NA;FA;Great Compromiser;High;M3;x
4;Minister of Armament;Werner von Blomberg;NA;NS;Infantry Proponent;High;M4;x
5;Minister of Security;Wilhelm Frick;NA;NS;Prince of Terror;High;M5;x
6;Head of Military Intelligence;Wilhelm Canaris;NA;FA;Dismal Enigma;Medium;M6;x
7;Chief of Staff;Ludwig Beck;NA;PA;School of Manoeuvre;High;M7;x
8;Chief of Army;Werner von Fritsch;NA;PA;Armoured Spearhead Doctrine;High;M8;x
9;Chief of Navy;Erich Raeder;NA;NS;Decisive Naval Battle Doctrine;High;M9;x
10;Chief of Air Force;Hermann Göring;NA;NS;Army Aviation Doctrine;Very High;M10;x
;Replacements;;;;;;;x

ID

The first part of each line is the ministers ID field. Each minister needs to have a unique ID. Otherwise the game will give you an error message upon loading a scenario.

Example:

1;Head of State;Adolf Hitler;NA;NS;Powerhungry Demagogue;High;M1;x

Start(Designation)

This is the Ministers Job. Below is an example and a list of alternative Jobs.

Example:

1;Head of State;Adolf Hitler;NA;NS;Powerhungry Demagogue;High;M1;x

Example:

Head of State
Head of Government
Foreign Minister
Minister of Armament
Minister of Security
Head of Military
Chief of Staff
Chief of Army
Chief of Navy
Chief of Air Force

Name

Next is the name of the minister, Unless the poor guy/girl was born without a name, You will need to write their name in this field.

Example:

1;Head of State;Adolf Hitler;NA;NS;Powerhungry Demagogue;High;M1;x

Pool

This is the year each minister becomes available, Ministers with NA in this field are available from the very start.

Example:

1;Head of State;Adolf Hitler;NA;NS;Powerhungry Demagogue;High;M1;x
77;Minister of Armament;Hjalmar Schacht;37;NS;Administrative Genius;Medium;M14;x

Ideology

This is what Ideology the minister is. Countries can only select ministers which have their Ideology or a similar one. (IE: Germany can only have PA, NS, or FA Ministers if they are National Socialist)

Example:

Fascist Ideologies
NS - National Socialist
PA - Paternal Autocrat
FA - Fascist

Example:

Democratic Ideologies
SC - Social Conservative
SD - Social Democrat
SL - Social Liberal
ML - Market Liberal

Example:

Communist Ideologies
ST - Stalinist
LWR - Left wing Radical
LE - Leninist

Example:

1;Head of State;Adolf Hitler;NA;NS;Powerhungry Demagogue;High;M1;x

Personality

This is the trait the minister has, Here you assign them what trait you think best fits them(or not). Below is a list of traits, You can find their effects on the wiki: Minister_Traits

Head of state Example:

Powerhungry Demagogue
Stern Imperialist
Barking Buffoon
Benevolent Gentleman
Insignificant Layman
Autocratic Charmer
Weary Stiffneck
Ruthless Powermonger
Pig-headed Isolationist
Popular Figurehead
Die-hard Reformer

Head of Government Example:

Political Protege
Flamboyant Tough Guy
Backroom Backstabber
Silent Workhorse
Smiling Oilman
Naive Optimist
Corporate Suit
Old General
Old Air Marshal
Happy Amateur
Old Admiral
Ambitious Union Boss

Foreign Minister Example:

Iron Fisted Brute
General Staffer
Ideological Crusader
Great Compromiser
Apologetic Clerk
Biased Intellectual
The Cloak N Dagger Schemer

Minister of Armament Example:

Military Entrepreneur
Laissez Faires Capitalist
Air Superiority Proponent
Strategic Air Proponent
Administrative Genius
Tank Proponent
Corrupt Kleptocrat
Resource Industrialist
Battle Fleet Proponent
Air to Sea Proponent
Theoretical Scientist
Air to Ground Proponent
Infantry Proponent
Submarine Proponent

Minister of Security Example:

Compassionate Gentleman
Man of the People
Prince of Terror
Crime Fighter
Silent Lawyer
Back Stabber
Efficient Sociopath

Head of Military Intelligence Example:

Industrial Specialist
Political Specialist
Dismal Enigma
Naval Intelligence Specialist
Technical Specialist
Logistics Specialist

Chief of Staff Example:

School of Fire Support
School of Manoeuvre
School of Defence
School of Psychology
School of Mass Combat

Chief of Army Example:

Guns and Butter Doctrine
Armoured Spearhead Doctrine
Decisive Battle Doctrine
Static Defence Doctrine
Elastic Defense Doctrine

Chief of Navy Example:

Base Control Doctrine
Open Seas Doctrine
Decisive Naval Battle Doctrine
Power Projection Doctrine
Indirect Approach Doctrine

Chief of Air Force Example:

Carpet Bombing Doctrine
Naval Aviation Doctrine
Air Superiority Doctrine
Army Aviation Doctrine
Vertical Envelopement Doctrine

Example:

1;Head of State;Adolf Hitler;NA;NS;Powerhungry Demagogue;High;M1;x

Loyalty

This supposedly represents the ministers chance of being killed by a random event. Not sure if this is implemented or not.

Example:

1;Head of State;Adolf Hitler;NA;NS;Powerhungry Demagogue;High;M1;x

Picturename

This is the ministers picture, The coresponding .bmps can be found in Hearts of Iron 2\GFX\Interface\pics. If you are creating a new picture, It should be 36 x 50 pixels.

Example:

1;Head of State;Adolf Hitler;NA;NS;Powerhungry Demagogue;High;M1;x

Further Notes

Apparently, at least in the version of Doomsday that I have, there are some leaders that ship with too long of names to be used. For example, German leader number 49 will not become head of government, even through event. However, if his name is shortened, all of a sudden the game stops ignoring his existence. So if you're having a problem with a leader you added not showing up in game, at all, then you might try using a shorter version of their name.

Modding misc.txt

Economy

IC to TC ratio - how much TC you get for every point of IC; Paradox default is 1.5

IC to Supplies ratio - how many supplies are made per IC allocated to supply production; Paradox default is 4

IC to Consumer Goods Ratio - assumedly how many consumer goods are produced per IC allocated; Paradox default is 1

IC to Money Ratio - how much money is generated for every IC allocated to CG production

Max Gearing Bonus - The lowest percentage of build time that a unit may have due to gearing bonus. Example: if this value is 0.60 then at maximum gearing bonus each unit only takes 60% of the normal build time to produce. Lowering this value makes producing serial runs cheaper. Raising this value enough makes serial runs pointless.

Gearing Bonus Increment - the amount of discount per unit of gearing. Example: if this value is 0.08 then your second unit produced serially will take 8% less time.

IC Non-National Province Multiplier - Paradox default is 0.2; This is the percentage of actual IC you get from a province that you own (i.e. after annexing) without being one of your national provinces. Example: a Province has 10 IC in it but it isn't considered "national" for your nation thus you only get 2 IC.

IC Non-Owned Province Multiplier - Paradox default is 0.2; This is the percentage of actual IC you get from a conquered province you control but not own (i.e. before annexing).

TC Undeployed Division Load - the amount of TC load per division waiting to be deployed. Think of this as trains allocated to transport the unit to the desired location.

TC Occupied Province Load - the TC load per conquered province.

TC Land Division Load Multiplier - multiplier of the normal TC load for each land division.

TC Air Division Load Multiplier - same as for land divisions

TC Naval Division Load Multiplier - Paradox default for this is 0.333; i.e. each naval unit only uses one third of a TC point per supply and fuel point it uses.

TC Load from partisans - how bad to partisans hurt your TC

TC load factor from offensives - Paradox default is 1.5; not sure exactly what this does.

TC Load from province dev - the TC load from a province improvement that hasn't been deployed.

TC Load from bases in queue - TC load for air or naval bases built but not deployed. (Radar too???)

National Province Manpower Multiplier - how many manpower points per day you receive per province manpower point (in National Provinces).

Non-National Province Manpower Multiplier - how many manpower points per day you receive per province manpower point (in non-national provinces) (i.e. how much manpower you can recruit from foreign lands).

Colonial Province Manpower Multiplier - believed to be like the other manpower multipliers but this applies to "colonies" (aka provinces not land connected to your capital).

Requirement for "Influence Nation" to affect domestic sliders - at default value your IC/2 must be greater than the target nation's IC to have a slider moved.

Trickle-back factor for manpower from losses in battle - at default half of your manpower losses are added back into your manpower pool.

Upgrade cost - default value is 0.5; Note: the resulting value for a unit can never be less than 1.0 (above 1.0 fractional build costs are used).

Combat

Base chance to avoid hit if defences left. - this is unused (as of v1.1)

Research

Modding models.csv

From my look at the models.csv file, it gives the country-specific model names- such as ship classes. Unfortunately, many countries don't have all the names. Each line starts out with code: for example MODEL_GER_12_1. GER is the country code. 12 gives the unit- in this case it's a fighter. 1 is the model- here it's model 1, Early Fighter. Afterwards come the names in different languages. The unit codes are as follows:

Note: Rocket model_0 is flying rocket, model_1 is ballistic missile and model_2 is ICBM

Brigades also have unit codes like this: BRIG_MODEL_X_Y Unit codes (X) are:

Modding province.csv

Introduction

The province.csv file is the place in the game where all province information is stored. It can be found in the db folder and you can alter it to change the terrain types in a province, create naval and air bases, radar installations and other province data. Most importantly, perhaps, this file can be modded to change the number of IC in the province and add or subtract resources.

Hints & Warnings

Don't forget that entries in the .INC files can modify the values in the Province.csv file. Thus if one province has 3 IC in the Province.csv file but another 2 IC are added in the .inc file then the resulting in game value will be 5 IC.

In my experience, Lord Ederon's Interactive Hearts of Iron 2 Online Map [1] is an invaluable resource when editing the province.csv file. In you need to know what province ID corresponds with a province, zoom in to the region you're working on, click "Province IDs" and you'll have a dynamic map of province ID information.

Example

Here’s how to do it, using the example of changing the number of IC in Turkish provinces.

Find the file Province.csv in the db folder. Before you do anything else, make sure you have a backup copy of the file (as you always do when modding). Then right-click on the file and in the “properties” tab uncheck the “read-only” option that is checked by default, and then open the file and find the provinces that refer to the country you are interested in modding.

To find out which ones these are, you can either use the “showid” cheat with the game map or go to the country’s inc file in the scenarios folders. In the example given here, you would go to turkey.inc in the folder scenarios\1936 and you would find there the following lines:

nationalprovinces = {
	409 408 437 438 439 441 442 443 448 440 449 447 446 445 450 1851 1852
	1853 1854 1855
	}

That gives you the province id numbers you need for the Province.csv file.

In that file, the information for each province is entered according to an established pattern, which is given at the very top:

Id;Name;Area;Region;Continent;Climate;Terrain;SizeModifier;AirCapacity;Infrastructure;City;Beaches;
Port Allowed;Port Seazone;IC;Manpower;Oil;Metal;Energy;Rare Materials;City XPos;City YPos;Army XPos;
Army YPos;Port XPos;Port YPos;Beach XPos;Beach YPos;Beach Icon;Fort XPos;Fort YPos;AA XPos;AA YPos;
Counter x;Counter Y;Terrain variant;Terrain x;Terrain Y;Terrain variant;Terrain x;Terrain Y;
Terrain variant;Terrain x;Terrain Y;Terrain variant;Fill coord X;Fill coord Y;;;;;;

Now lets try to use this information. Take the example of province #409. The line for it in the province file is:

409;PROV409;Bosporus;Anatolia;Europe;Mediterranean;Hills;;;60;;1;1;2464;1;1;0;2;1;1;17069;
3517;17124;3517;17033;3611;17071;3610;6;17104;3577;17039;3532;17075;3536;;;;;;;;;;;17080;
3528;-1;-1;;;;

The values are semicolon delimited. It means that each value is separated by a semicolon. Using previous explanation, we can read it easily:

and so on.

So, to alter the province’s values, go to the appropriate section of the line and change the value. For example, IC is the 15th “unit” in the line:

409;PROV409;Bosporus;Anatolia;Europe;Mediterranean;Hills;;;60;;1;1;2464;1;1;0;2;1;1;17069;
3517;17124;3517;17033;3611;17071;3610;6;17104;3577;17039;3532;17075;3536;;;;;;;;;;;17080;

To add more IC to that province, simply replace the highlighted number with another number. Say we want to change the IC to 99. We need to change the line into:

409;PROV409;Bosporus;Anatolia;Europe;Mediterranean;Hills;;;60;;1;1;2464;99;1;0;2;1;1;17069;
3517;17124;3517;17033;3611;17071;3610;6;17104;3577;17039;3532;17075;3536;;;;;;;;;;;17080;

Save the province.csv file and you are ready to go.

If you do add a large amount of IC to a country, you might also want to think about adding more resources too, because those extra IC will eat through the existing resources more rapidly, just as the IC you build in-game do. Resources can be added at will to provinces, using the same method just described for IC.

Modding scenarios

Scenarios are made up from different files. If you want edit a country's starting then you would edit the .inc files. If you want to change a scenarios settings, then you would edit the .eug files. If you plan to edit a battle scenario, it would be wise to check both the modding .eug files and the modding battlescenario links.

Modding tech files

Introduction

The structure of the tech files has changed quite a bit from HoI to HoI2 as the tech system has undergone big changes. However, the tech files are still quite easy to mod.


Basic Structure

The main structure of a tech file is a single tech application, like "Early Infantry Division".

application = { # Early Infantry Division
	id = 1020								ID
   	name = TECH_APP_INFANTRY_2_NAME						Name
   	desc = TECH_APP_INFANTRY_2_DESC

   	position = { x = 24 y = 48 }						Position
   	year = 1936								Year

	component = { # Service Rifle						Components
     		id = 1021
     		name = TECH_CMP_INFANTRY_2_1_NAME
     		type = general_equipment
     		difficulty = 5
   	}

	##four more components

	required = { 1010 }							Prerequisites
	effects = {								Effects
	  	command = { type = new_model which = infantry value = 1 }
      		command = { type = scrap_model which = infantry value = 0 }
      		command = { type = activate_unit_type which = police }
	}
}


ID

Each tech has an ID which must be unique. It's convienent to use the IDs the same way Paradox uses them. All IDs should have the following structure:

The first digit should be a number between 1 and 9 to notify which tech tree this tech belongs to. (1 = infantry, 2 = armor, 3 = naval, 4 = aircraft, 5 = industry, 6 = land doctrines, 7 = secret weapons, 8 = naval doctrines, 9 = air doctrines)

The next two digits should just be an integer counting the techs in the file, e.g. "Early Infantry Division" is the second tech in the infantry_tech.txt file and has 02 there.

The last digit should be a 0 for the application.


Name

This specifies the tech name that appears ingame. This is language specific and found in the config/tech_names.csv file.

Example:

   name = "TECH_APP_INFANTRY_2_NAME"

The name can also be inserted right into the file. However, there is also a short name for each tech found in config/tech_names.csv and that is the one that'll be displayed on the buttons. It has the same string name as the complete description prefixed with a "SHORT_"

Example:

   name = "Basic Infantry Division"

The description is not used and is a relic from HoI1.


Position

Position of the button in the tech tree measured in pixels from the upper left corner of the tech tree graphic.

Example:

   position = { x = 24 y = 48 }

Position measured in pixels

You can define more than one position for each tech as is seen in the Naval Doctrines screen. You just have to add another position clause for each position.


Historical Year

The historical year factors heavily into research if you try to get a tech ahead of its historical date. Your research speed will be divided by (1 + d × m) with d being the number of days you are away from January 1st of the historical year and m being the multiplier in misc.txt . Researching one year ahead of time will give you a penalty of 54%. Note however that this is calculated component-wise, so the later components suffer less penalty than the earlier ones.


Components

Each tech has five components.

Example:

component = { # Great War Tank Prototype Tests
	id = 2015				ID
	name = TECH_CMP_ARMOR_1_5_NAME		Name
	type = technical_efficiency		Type
	difficulty = 5				Difficulty
	double_time = yes			Double Time
}

Component ID

Each tech component has an ID. The first three digits should be the same as with the application the tech belongs to and the last digit should count the components from 1 to 5.

Component Name

This specifies the component name that appears ingame. This is language specific and found in the config/tech_names.csv file.

Example:

   name = TECH_CMP_ARMOR_1_5_NAME

The name can also be inserted right into the file.

Example:

   name = "Great War Tank Prototype Tests"

Note quotes are only needed if you are inserting the text directly. Strings should be quote-free (or so my testing has shown).

Component Type

Each component has one of 34 different types. If a research team has this component type as speciality, they'll research that component 50% faster than a team without it.

Component Difficulty

Each component has a difficulty. This is a positive integer. While the game out of the box only uses difficulties between 3 and 10, it is possible to assign difficulties outside this interval. Note however that difficulties are not linear so that difficulty 8 doesn't take twice as much time as difficulty 4.

Double Time

Double time does exactly what you would expect from its name. It doubles the research time for the respective component. This is mainly used for the prototypes of vehicles, ships and aircraft in the game out of the box. If you don't want to double the time, just don't use this line.

Prerequisites

The required clause lists the techs needed to research the tech in question. These can be an empty set or you can list as many techs as you want. However, as the game does not show tech interlinks between the different pages and the indicator for needed techs on the same page is easily overseen, you should modify the background picture for the tech tree you are working in to show the dependencies.

Example: (Tech 1010 is required to research the tech in question)

required = { 1010 }

You can also use a second type of this clause which will allow you to make a set of prerequisites of which only one is needed. Note that this can combined with necessary prerequisites. The required clause must always be in, even if it is empty.

Example: (Tech 8160 is required and one of 8180 and 8080 is also required)

OR_required = { 8180 8080 }
required = { 8160 }


Effects

Each tech can have one or more effects.

Copy & Paste from event commands.txt (will format it later)

Chance of Combat Events

There are seven commands (breakthrough, ambush, assault, counterattack, delay, encirclement, tactical_withdrawal) to affect the chance of combat events occurring. The value is additive.

Example:

type = counterattack value = 4

This will increase the probability for a counterattack by 4%.

HQ effects

HQ Supply Efficiency Modifier

The HQ divisions give a bonus on Supply Efficiency for all units in adjactant provinces. This bonus can be changed by techs.

Example:

type = hq_supply_eff value = X

Increases the Supply Efficiency bonus of HQs by X percent points.

type = sce_frequency value = X # Combat event chance multiplier. Default: 1.0

  1. Enable a certain type of mission

type = enable_task which = [task type]

  1. New models updates the current template for a division or brigade type.

command = { type = [new_model] which = [division or brigade type] value = [The model number] }

  1. Make a division or brigade type available for construction.

command = { type = activate_unit_type which = [division or brigade type] }

  1. Make a division or brigade type unavailable for construction.

command = { type = deactivate_unit_type which = [division or brigade type] }

  1. ACTIVATE NUCLEAR CAPABILITY OF MISSILES

command = { type = nuclear_carrier which = [flying_bomb/flying_rocket] }

  1. ACTIVATE MISSILE CAPABILITY OF SUBMARINES

command = { type = missile_carrier which = [submarine] }

  1. UNIT VALUES
  2. [unit value] = soft_attack/hard_attack/ground_defense/air_attack/air_defense/build_cost/build_time/manpower/speed/max_organization/transport_weight/supply_consumption/fuel_consumption/speed_cap_art/speed_cap_eng/speed_cap_at/speed_cap_aa

NOTE: I think some of these are out of date, I was modding around today and "ground_defense" seems to have changed to "defensiveness". Others might have changes aswell.

  1. Land unit bonuses

command = { type = [unit value] which = [land/division type/brigade type] value = [additive value modifier] }

  1. Air unit bonuses

command = { type = [air_attack/strategic_attack/tactical_attack/naval_attack/air_defense/build_cost/build_time/manpower/speed/surface_detection/air detection/transport_capacity/supply_consumption/fuel_consumption/range] which = [air/division type/brigade type] value = [additive value modifier] }

  1. Naval unit bonuses

command = { type = [naval_attack/air_attack/shore_attack/naval_defense/air_defense/build_cost/build_time/manpower/speed/surface_detection/air detection/visibility/transport_capacity/supply_consumption/fuel_consumption/range] which = [naval/division type/brigade type] value = [additive value modifier] }

  1. NOTE: For "build_time" and "build_cost", it is possible to add the field "where = relative".
  2. This means that the value is parsed as a relative modifier (%) instead of an absolute addition.
  3. When doing this, THE BASE VALUE OF MODEL 0 IS USED FOR _ALL_ MODELS. So "value = -10" means
  4. "-10% of the value of model 0".
  1. UNIT COMBAT MODIFIERS
  2. Terrain combat modifiers

command = { type = [desert_attack/desert_defense/mountain_attack/mountain_defense/hill_attack/hill_defense/forest_attack/forest_defense/swamp_attack/swamp_defense/urban_attack/urban_defense/river_attack/shore_attack/paradrop_attack] which = [division type/brigade type] value = [X] # Modifier in percent (+10 = 10%) }

  1. Terrain movement modifiers

command = { type = [desert_move/mountain_move/hill_move/forest_move/swamp_move/urban_move/river_crossing] which = [division type/brigade type] value = [X] # Modifier in percent (+10 = 10%) }

  1. Weather land-combat modifiers

command = { type = [frozen_attack/frozen_defense/snow_attack/snow_defense/blizzard_attack/blizzard_defense/rain_attack/rain_defense/storm_attack/storm_defense/muddy_attack/muddy_defense] which = [division type/brigade type] value = [X] # Modifier in percent (+10 = 10%) }

  1. Weather land-movement modifiers

command = { type = [frozen_move/snow_move/blizzard_move/rain_move/storm_move/muddy_move] which = [division type/brigade type] value = [X] # Modifier in percent (+10 = 10%) }

  1. Weather air-combat modifiers

command = { type = [snow_attack/rain_attack] which = [interceptor/escort/multi_role/strategic_bomber/tactical_bomber/torpedo_plane] value = [X] # Modifier in percent (+10 = 10%) }

  1. Weather air-movement modifiers

command = { type = [snow_move/blizzard_move/rain_move/storm_move] which = [interceptor/escort/multi_role/strategic_bomber/tactical_bomber/torpedo_plane/transport_plane] value = [X] # Modifier in percent (+10 = 10%) }

  1. Weather naval-combat modifiers

command = { type = [snow_attack/rain_attack] which = [battleship/cruiser/destroyer/carrier/submarine/transports] value = [X] # Modifier in percent (+10 = 10%) }

  1. Weather naval-movement modifiers

command = { type = [snow_move/blizzard_move/rain_move/storm_move] which = [battleship/cruiser/destroyer/carrier/submarine/transports] value = [X] # Modifier in percent (+10 = 10%) }

  1. Night modifiers

command = { type = night_move/night_attack/night_defense which = [division type/brigade type] value = [X] # Modifier in percent (+10 = 10%) }

  1. GLOBAL MODIFIERS
  2. Surprise modifiers

command = { type = surprise which = [naval/land/air] value = [X] # Modifier in percents }

  1. Intelligence Operation modifiers

command = { type = intelligence which = [us/them] value = [X] # Modifier in percents }

  1. Army Detection modifiers

command = { type = army_detection which = [us/them] value = [X] # Modifier in percents }

  1. Provincial AA batteries

command = { type = AA_batteries value = [X] # Modifier in percents }

  1. INDUSTRIAL MODIFIERS
  1. Industrial multipliers
  2. E.g. energy_to_oil 4 means four energy are needed to produce one oil. 0.5 means 1 energy produces 2 oil.

command = { type = industrial_multiplier which = [energy_to_oil/oil_to_rare_materials] value = [X] }

  1. Industrial modifiers (additive)
  2. 'total' is the conversion factor from every built industry point into Industrial Capacity.
  3. 'supplies' is a modifier for the amount of supplies produced by every reserved IC unit.

command = { type = industrial_modifer which = [total/supplies] value = [X] # Percents }

Building Types: [ic, coastal_fort, land_fort, flak, infrastructure, air_base, naval_base, radar_station, nuclear_reactor, rocket_test]

Task Types: [attack, rebase, strat_redeploy, support_attack, support_defense, reserves, anti_partisan_duty, air_superiority, ground_attack, runway_cratering, installation_strike, interdiction, naval_strike, port_strike, logistical_strike, strategic_bombardment, air_supply, airborne_assault, convoy_raiding, asw, naval_interdiction, shore_bombardment, amphibous_assault, sea_transport, naval_combat_patrol] Resource Types: [oil, metal, energy, rare_materials, supplies, money]

Modding tech teams

Introduction

One of the most interesting new features in HoI2 is the new research system and one integral part of this are the tech teams. They outline the historical strengths and weaknesses of a country and add a lot of flavour. In best Paradox tradition they are totally modable.

You can find the tech team files in the /db/tech/teams/ subfolder. They are saved in Paradox' usual csv format and can be easily edited with a text editor or Excel.

Basic Structure

The first line in each file isn't of much interest, only the country tag needs to be adapted to the country you are currently working on. The following lines list the tech teams.

Example:

314;Supermarine;T314;9;1930;1970;aeronautics;technical_efficiency;artillery;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;x

ID

Each tech team needs to have a unique ID which is a unsigned integer. The files that come with the game have their IDs structed following a simple principle: At first there is a number for each country (e.g. 3 for the UK or 76 for Afghanistan). This is followed by a two-digit number counting the tech teams.

Name

The names of the tech teams have to be written directly into the csv file as they aren't language specific.

Picture

The next column is the name of the picture for the tech team without the ".bmp" extension. These pictures are stored in the gfx/interface/pics/ subfolder. They use a quasi-greyscale (just copy the palette of a tech team picture coming with the game) palette and are 96x96 pixels in size. All the pictures that come with the game have a white margin of one pixel around them, but his margin isn't necessary. (the picture doesn´t have to be exactly 96x96 pixels, a small deviation is allowed)

Skill level

The skill level is used to specify the overall quality of your research team. The research teams in the game range from skill 1 to 9, but it is possible to assign higher skills. Note that the skill determines the cost of the research team. Though you could change the skill to higher than 10 in the files, in-game it seems 10 is the highest you can go.

Start and Endyear

The start- and endyears are pretty straightforward. The team will become available on January 1st of the start year and will stop to be available on January 1st of the endyear.

Specialities

The next columns are filled with the component types that the team is specialized in. Only the first five are actually used by the game. These specializations half the time need for developping a component of this type.

When you are making new research teams for an unmodded tech tree you should notice a few things:

As a final point, be sure to add an blank new line by pressing enter if you are using a text editor. Otherwise the game will not recognize your new tech team.

Modding unit statistics

Introduction

Don't think that tank is fast enough for you? Want carriers with more range? Then as with just about every other part of Hearts of Iron, Change it!. In order to get started first you want to head to Paradox Interactive\Hearts of Iron 2\db\units\ divisions and pick which divison you want to edit.

Allowed brigades

Once you pick a file, You should see something like this.

Example:

#allowed_brigades =  artillery
allowed_brigades =  anti_tank		
allowed_brigades =  anti_air		
#allowed_brigades =  rocket_artillery
allowed_brigades =  sp_artillery	
allowed_brigades =  sp_rct_artillery
allowed_brigades =  tank_destroyer	
allowed_brigades =  light_armor_brigade
allowed_brigades =  heavy_armor	
#allowed_brigades =  super_heavy_armor
allowed_brigades =  armored_car
allowed_brigades =  engineer			
#allowed_brigades =  police

This decides which brigades the unit can or can't use. In order to deny units certain brigades you can either comment them out with a #. Or remove the line completely. If you want to allow a unit a brigade it can't use normally, remove the # or add the line as needed.

Note that there is also a cag brigade type that is used for carriers.

Changing the units stats

Alright, Here's the meat. After you have set which brigades you want, it's time to edit the actual unit. You should see something like this

Example:

# 0 - Great War Tank
model = {
	cost 					= 16
	buildtime	 			= 180
 	manpower 				= 7
	maxspeed 				= 8
	defaultorganisation 	= 30
	morale					= 30
	defensiveness 			= 5
	toughness				= 7
	softness				= 30
	suppression				= 1
	airdefence				= 1
	softattack				= 9
	hardattack				= 2
	airattack				= 1
	transportweight			= 30
	supplyconsumption 		= 2
	fuelconsumption			= 4
	speed_cap_art			= 8
	speed_cap_eng			= 8
	speed_cap_at			= 8
	speed_cap_aa			= 8
	upgrade_time_factor = 1.0
	upgrade_cost_factor = 1.0
}

Now, I will run down what each function does.


Cost: This is the IC cost of the unit

Buildtime: This is how long it takes the unit to build

Manpower: This is how much manpower the unit requires to build

Maxspeed: This is how fast the unit can go in optimal conditions(IE Good terrain, Infra, Non-enemy land, etc.)

Defualtorganisation: This is the units default organization without the org bonus gained from researching doctrines

Morale: This is the units default morale, like organization, this is without the bonus from research

Defensiveness: This is the units defense against attacks

Toughness: This is the units defense while on the attack

Softness: This is the units defense from "Soft Attacks" like infantry fire

Suppression: This is the units ability to suppress paritisans

Airdefence: This is the units defense against air attacks

Softattack: This is how much "Soft" damage the unit does. Units like infantry and calvary will take this type of damage

Hardattack: This is how much "Hard" damage the unit does. This damage effects tanks and mechanized infantry

Airattack: This is how much damage the units can do against planes. This is usually used against tactical bombers

Transportweight: This is the units drain on TC

Supplyconsumption: This is how many supplies the unit drains daily

Fuelconsumption: This is how much oil the unit drains daily

Speed_cap_art: This is the units maximum speed while an artillery brigade is attached

Speed_cap_eng: This is the units maximum speed while an engineer brigade is attached

Speed_cap_at: This is the units maximum speed while an anti-tank brigade is attached

Speed_cap_aa: This is the units maximum speed while an anti-air brigade is attached

Upgrade_time_factor: This is amount of time it takes to upgrade a unit. I believe the actual time is based on half the amount of time it took to build the unit. By changing this you can make it half the normal half value by making it 0.5, Or make it twice the normal half value by making it 2.0

Upgrade_cost_factor: This is ic cost it takes to upgrade the unit. I think it's similar to the upgrade time system. I don't know what the actual amount is(I'm going to ballpark 1/3 the normal cost) but changing this will work the same way as changing the time. You can double, triple, or halve the normal amount of time(which I'm guessing is 1/3). Hope this wasn't too confusing :P


Editing Naval units

Changing Naval unit attributes is pretty much the same as editing land units, except they have a few different values.

Example:

# 0 - Great War Carrier
model = {
	cost						= 5
	buildtime 					= 547
	defaultorganisation 		= 30
	morale						= 30
	manpower					= 1
	maxspeed					= 18
	surfacedetectioncapability	= 1
	airdetectioncapability		= 2
	subdetectioncapability		= 1
	visibility					= 100
	seadefence					= 8
	airdefence					= 1
	seaattack					= 1
	subattack					= 1
	airattack					= 1
	shorebombardment			= 0
	transportcapability			= 0
	range						= 2000
	supplyconsumption			= 0.9
	fuelconsumption				= 1
	distance					= 0.14
}

I'll now go over the different values


Surfacedetectioncapability: This is the units ability to detect enemy ships in an adjacent sea province

Airdetectioncapability: This is the units ability to detect enemy planes in an adjacent province

Subdetectioncapability: This is the units ability to detect enemy submarines in an adjacent sea province

Visibility: This is the units ability to remain unseen by an enemy naval unit in an adjacent sea province

Seadefence: This is the units defense against attacks from enemy ships

Seaattack: This is the units attack power against enemy ships

Subattack: This is the units attack power against enemy subs

Shorebombardment: This is the units shore bombardment attack strenght, the higher it is, the more they can help units that are making amphibious attacks, or just plain attacking the land province your ships are next to.

Range: This is the units range

Distance: This is the distance the unit can try to close or keep away from enemy ships(This is without bonuses from doctrines or a good admiral)


Also note that if you want the sea unit you are editing to be able to use CAGs, Add allowed_brigades = cag to the top of the file.

Editing Air Units

Much like Naval units, Air units have some different values from land units.

Example:

# 0 - Interwar Bomber
model = {
	cost 						= 11
	buildtime					= 160
	defaultorganisation 		= 30
	morale						= 30
	manpower					= 2
	maxspeed					= 180
	surfacedetectioncapability	= 1
	airdetectioncapability		= 0
	surfacedefence				= 3
	airdefence					= 1
	airattack					= 1
	strategicattack				= 3
	softattack					= 6
	hardattack					= 2
	navalattack					= 1
 	range						= 400
	supplyconsumption 			= 1.5
	fuelconsumption				= 3
	upgrade_time_factor = 1.0
	upgrade_cost_factor = 1.0
 }

As usual, Here are what each value means


Surfacedetectioncapability: This is the air units ability to detect ships

Airdetectioncapability: This is the air units ability to detect other air units

Surfacedefence: This is the air units ability to defend against attacks from ships(Think Naval Bombers)

Airdefence: This is the air units ability to defend against attacks from other air units or land units

Airattack: This is the air units attack power against other air units

Strategicattack: This is the air units attack power when using strategic bombing attacks

Softattack: This is the air units attack power when bombing infantry and other soft units

Hardattack: This is the air units attack power when bombing tanks and other hard units

Navalattack: This is the air units attack power when bombing ships

Range: This is the air units range


Editing Brigades

In order to edit Brigades you want to head to Interactive\Hearts of Iron 2\db\units\ Brigades . Editing Brigades is alot more simpler then editing units, as there's alot less values to edit.

Example:

model = {
	cost 				= 10
	buildtime	 		= 120
	manpower 			= 2 
	defensiveness 		= 8
	toughness 			= 2
	maxspeed 			= -4
	softness			= -20
	hardattack			= 8
	softattack			= 7
	supplyconsumption 	= 1.5
	fuelconsumption		= 5
	upgrade_time_factor = 0.5
	upgrade_cost_factor = 1.0
}

As you can see, alot of these are the same values as land units. When attaching a brigade, these values are added to the original unit as a sort of "bonus". You may be wondering about the negative modifiers. Those are used in cases where the brigade would hinder the unit. In this case it would be the Heavy Tanks slowing down the rest of the unit.

However, not all negative values are bad. For example, having a negative modifier on the softness value would make the unit take less damage from "Soft" attacks. Also, Be careful when assigning negative values, not every value can be negative, supplyconsumption and cost are some good examples of these values.

The CAG brigades (which are limited to carriers only) also have some extra values that are the same as naval unit values. These are:

All of these work in the same way as their Naval counterparts.


Moddir

Introduction

Moddir is a function where HOI2 will load information from a user specified folder in the Hearts of Iron 2 directory. This can be very usefull when trying out new modifications for HOI2 as you can store the mod in a seperate folder instead of overwriting Vanilla HOI2 files.


To use the MODDIR function

To use the moddir function create a new folder in your Hearts of Iron 2 directory. Install or unzip your mod in this folder then create a shortcut to the HOI2.EXE file in the main directory of Hearts of Iron 2. Right click the shortcut and select "Properties", then navigate to "Shortcut". In the "Target" command line add the name of the folder containing the modification you wish to load at the end of the command line then press "Apply" then "OK". Doubble click the shortcut you created and the modification will load. Enjoy the game.

File:Moddir.JPG

-- Kruz 13:16, 22 September 2007 (CEST)

Modern Day Scenario 2

MDS is a modification of Hearts of Iron II. The mod starts out with the Invasion of Iraq and the War on Terror in March 2003 and lasts through 2019. The storyline emphasize on a conflict between China, Russia, the EU and the US. One of the most comprehensive mods for HoI2 that has been released.

            http://forum.paradoxplaza.com/forum/showthread.php?t=329903
            http://www.takeforum.com/mds2/

Mods

Visit the Mod Matrix for a comparison of mods. Note - none of the mods listed below are being updated anymore (many have not been updated for years) and for a majority of these mods, the download location is a dead link. Your only way to obtain the mod would be to contact the person who made the mod via the forums, if they are still active.

WW2 Mods

Specialized Mods

Alternative WW2

Specific Historical Mods

Grand Historical Mods

Obsolete Mods

Miscellaneous Resources

General modding guides

Mods and modding

General modding guides

Specific mods

WWII

CORE

CORE is the Community Open Resource Exchange. CORE aims to make Hearts of Iron 2 a more historically accurate and involving game, through expanded and more detailed tech trees, corresponding units, tech teams and a large number of events, reflecting both historical actions and possibilities. Both Industrial Capacity („IC‟) and resources for the entire game have been revised to better reflect reality in the late 1930s. Other features include reserve divisions instead of militia (a reserve unit is less mobile, and has less heavy weapons - such as artillery. These units form the mainstay of the armies of the minor and semi-industrialized countries), rares scarcity, SS recruitment, 1:1 naval ship representation and negative resource production (representing civilian spoilage of energy and oil). The basic CORE installer includes generic graphics for techs, tech teams, leaders, ministers and models that have been updated to fit the latest release. There are also optional packages to download with an even greater amount of graphics available, such as country-specific model graphics.

Total Realism Project

The TRP mod has a long history a thriving community, both on the Paradox site on their own website. The primary focus of the mod is to improve historical realism.

Mod34

This mod begins in October of 1934 and features a completely new technology tree (without historical year), improved AI, new units, events (over 6000 new events), and new countries (for example:Vatican city and League of Nations). The technology tree in particular is very unique, in that it allows players to focus on specialization, and forces choices in research such as choosing the trade-off of having faster armor with weaker guns, or better guns but slower armor. In this sense, every nation is sure to field different units.

DAIM

DAIM stands for "Determined AI Modification" and is a mod that solely focuses on improving the AI. This is accomplished by ensuring the AI researches and builds the most effective units possible, rather than wasting time building units that the game engine/AI is not capable of using effectively. Specific focus was made to improve: Germany, Italy, Japan, Great Britain, Soviet Union, U.S.A. and Nationalist China. DAIM can be adapted to other mods, since it only changes a select few AI files. Further Reading

The World in Flames

The WiF mod is designed to make Hearts of Iron a more challenging, realistic and historic game with many events (+4000), a new combat system, new AI, new graphics and sounds. Will you surrender to an AI for the first time ?

Stony Road

The Historical Stony Road (HSR) mod is designed to give experienced players a tougher, more accurate and detailed game as Germany from 1936 to 1947. The mod addresses historical accuracy, new events with alternate scenarios, changed combat balancing, a new trading system, new brigades, improved AI, and new graphics.

Starfire

Starfire is designed for multiplayer, focusing on the 1939 scenario. It improves accuracy and realism, and uses slower paced combat.

Other Historical

1914

A modification to recreate WWI, with new leader pics, events, data and new technology. Further details can be found by clicking the link above.

Modern Day Scenario 2

MDS2 is a modification of Hearts of Iron 2. The mod starts out with the Invasion of Iraq and the War on Terror in March 2003 and lasts through 2019. The storyline emphasize on a conflict between China, Russia, the EU and the US. It is one of the most comprehensive mods for HoI2 that has been released.

WERS

WERS (White Eagle, Red Star) is a battle mod for the Hearts of Iron 2 game. The main theme is Polands fight for independence from 1919-1921. Player will be also witness a dramatic fight between White Russians loyal to the Czar and the Red Army. War theatre covers Middle-Eastern Europe.

Cold War mod

A mod that focus on the Cold War era. It spans the 1955-1995 time period and aims to be as historically accurate as possible.

Alternate History and Fantasy

Fallout's Doomsday Forum

Fallout's Doomsday Website

We would like to introduce you to: "Fallout's Doomsday Mod for Hearts of Iron 2 DD:A".

Have you been thinking about reuniting USA as a nation long after the world ended, leading your armies across radiated deserts to fight the mutated monsters and raiders out there? Or maybe you have been dreaming about conquering those weak humans while leading an army of powerful Mutant warriors to victory in their endless wars? Or perhaps you want to control the Enclave, the shadowy survivors of the pre-War US government who fled to their offshore bases before the Bombs fell, using their high tech science and sinister experiments to establish a new world order?

All those paths await you in a new mod that has been created as a tribute for two best computer role playing games ever: Fallout 1 and Fallout 2. Set in a post Apocalyptic world 167 years after the Bomb was dropped, this is complete science fiction conversion to HOI2. Completely new tech tree, units, resources, economy, and nation groups; all with unique graphics. A completely new gaming experience for the best WW2 strategy game ever made: Hearts of Iron 2.

The mod is set in the Wastelands: the radioactive and windswept remnant of what was once North America. Take control of one of the many groups rising to power on top of the ashes and ruins of pre-War civilisation. Build industries and infrastructure, research technologies, manage your resources, conduct diplomacy with other nations, build and manage your military forces to achieve dominance over the Wastelands.

Kaiserreich: Legacy of the Weltkrieg

Kaiserreich is a Global Alternate History Mod for HOI2. It poses the question, what if the Central Powers had won the first world war. The Mod has a Forum and a wiki .

A.E.I.O.U.

The end of the Great War brought with it the end of the age of monarchies. In Russia, Germany, Austria-Hungary, Turkey, and Serbia, ruling houses were overthrown and new governments installed in their place. But those new governments were not always stable and were themselves subject to opposition, and in some cases rebellion.

How might history have been different if, in the defeated Central Powers, the emperors had returned? Play A.E.I.O.U., a modification of Hearts of Iron 2, and find out. Can you lead Austria to reclaim her lost glory?.

Grand Battle mod

Rather than being a specific mod, this is a collection of Risk like fantasy mods by Yukala. There is also a focus on improved AI. These include Risk Battle mod and Guild Imperium, which is the latest.

Confederate Armageddon

A mod that allows you to play the CSA in the 1936 scenario.

Settling Accounts

A mod based on the Settling Accounts books by Harry Turtledove.

Domination of the Draka

A WWII alternate history mod based on the Draka books by S.M. Stirling.

Fatherland- Alternate history Cold War

A Cold War mod with a twist. What if Hitler won WW2? Doomsday and Armageddon only.

Winter's Dawn - 22nd Century Warfare

A mod taking place in the future. Conflicts ranging from the early 21st to late 22nd centuries.

Anatolian Wars Mod

Developed by mehmet12 and miihkali, this mod focuses on an alternate reality in which Greece won the Greco-Turkish War of 1922 and then went on to fragment Anatolia. Greece, Pontus, Armenia, Cappadocia, Kurdistan, and Turkey are all playable with new ministers, leaders and skins. Version 1.0 released in December 2007- the next version is said to include more modded nations such as Kalmykia, Jebel Al Druze, Maronite Lebanon, Coptic Egypt, Circassia, Crimean Tatar Republic, and the Kazan and Don Cossack Hosts.

Graphical Mods

DMP (Design Mod Projekt)

A big mod project with a lot of new sprites and graphics for a lot of countries.


Off-Site Modding Guides

Havard's HoI Hacking Haven

This site was made originally for the first Hearts of Iron, but most of the basics of modding that game carry on into the sequel. This site is almost an essential must-bookmark for any modder, and the tables and examples contained in the site are worth their weight in rare materials.

Baylox' event syntax overview

Overview of all event-triggers and -commands.


How to use mod-dir

Create a subdirectory and place your files inside it (maintaining the exact directory structure of HoI) and then launch the game via HoI2.exe followed by the name of the directory containing your mods. For a more detailed description see the Moddir page.

MP moddir Still Broken

Even with v1.2 the Moddir feature is still broken for multiplayer play. Thus if you try and play a mod in multiplayer it will fail. The only work around is to modify the main game itself. vic:Mods and Modding eu2:Mods and Modding ck:CK Modification and Editing

Mods and modding

General modding guides

Specific mods

WWII

CORE

CORE is the Community Open Resource Exchange. CORE aims to make Hearts of Iron 2 a more historically accurate and involving game, through expanded and more detailed tech trees, corresponding units, tech teams and a large number of events, reflecting both historical actions and possibilities. Both Industrial Capacity („IC‟) and resources for the entire game have been revised to better reflect reality in the late 1930s. Other features include reserve divisions instead of militia (a reserve unit is less mobile, and has less heavy weapons - such as artillery. These units form the mainstay of the armies of the minor and semi-industrialized countries), rares scarcity, SS recruitment, 1:1 naval ship representation and negative resource production (representing civilian spoilage of energy and oil). The basic CORE installer includes generic graphics for techs, tech teams, leaders, ministers and models that have been updated to fit the latest release. There are also optional packages to download with an even greater amount of graphics available, such as country-specific model graphics.

Total Realism Project

The TRP mod has a long history a thriving community, both on the Paradox site on their own website. The primary focus of the mod is to improve historical realism.

Mod34

This mod begins in October of 1934 and features a completely new technology tree (without historical year), improved AI, new units, events (over 6000 new events), and new countries (for example:Vatican city and League of Nations). The technology tree in particular is very unique, in that it allows players to focus on specialization, and forces choices in research such as choosing the trade-off of having faster armor with weaker guns, or better guns but slower armor. In this sense, every nation is sure to field different units.

DAIM

DAIM stands for "Determined AI Modification" and is a mod that solely focuses on improving the AI. This is accomplished by ensuring the AI researches and builds the most effective units possible, rather than wasting time building units that the game engine/AI is not capable of using effectively. Specific focus was made to improve: Germany, Italy, Japan, Great Britain, Soviet Union, U.S.A. and Nationalist China. DAIM can be adapted to other mods, since it only changes a select few AI files. Further Reading

The World in Flames

The WiF mod is designed to make Hearts of Iron a more challenging, realistic and historic game with many events (+4000), a new combat system, new AI, new graphics and sounds. Will you surrender to an AI for the first time ?

Stony Road

The Historical Stony Road (HSR) mod is designed to give experienced players a tougher, more accurate and detailed game as Germany from 1936 to 1947. The mod addresses historical accuracy, new events with alternate scenarios, changed combat balancing, a new trading system, new brigades, improved AI, and new graphics.

Starfire

Starfire is designed for multiplayer, focusing on the 1939 scenario. It improves accuracy and realism, and uses slower paced combat.

Other Historical

1914

A modification to recreate WWI, with new leader pics, events, data and new technology. Further details can be found by clicking the link above.

Modern Day Scenario 2

MDS2 is a modification of Hearts of Iron 2. The mod starts out with the Invasion of Iraq and the War on Terror in March 2003 and lasts through 2019. The storyline emphasize on a conflict between China, Russia, the EU and the US. It is one of the most comprehensive mods for HoI2 that has been released.

WERS

WERS (White Eagle, Red Star) is a battle mod for the Hearts of Iron 2 game. The main theme is Polands fight for independence from 1919-1921. Player will be also witness a dramatic fight between White Russians loyal to the Czar and the Red Army. War theatre covers Middle-Eastern Europe.

Cold War mod

A mod that focus on the Cold War era. It spans the 1955-1995 time period and aims to be as historically accurate as possible.

Alternate History and Fantasy

Fallout's Doomsday Forum

Fallout's Doomsday Website

We would like to introduce you to: "Fallout's Doomsday Mod for Hearts of Iron 2 DD:A".

Have you been thinking about reuniting USA as a nation long after the world ended, leading your armies across radiated deserts to fight the mutated monsters and raiders out there? Or maybe you have been dreaming about conquering those weak humans while leading an army of powerful Mutant warriors to victory in their endless wars? Or perhaps you want to control the Enclave, the shadowy survivors of the pre-War US government who fled to their offshore bases before the Bombs fell, using their high tech science and sinister experiments to establish a new world order?

All those paths await you in a new mod that has been created as a tribute for two best computer role playing games ever: Fallout 1 and Fallout 2. Set in a post Apocalyptic world 167 years after the Bomb was dropped, this is complete science fiction conversion to HOI2. Completely new tech tree, units, resources, economy, and nation groups; all with unique graphics. A completely new gaming experience for the best WW2 strategy game ever made: Hearts of Iron 2.

The mod is set in the Wastelands: the radioactive and windswept remnant of what was once North America. Take control of one of the many groups rising to power on top of the ashes and ruins of pre-War civilisation. Build industries and infrastructure, research technologies, manage your resources, conduct diplomacy with other nations, build and manage your military forces to achieve dominance over the Wastelands.

Kaiserreich: Legacy of the Weltkrieg

Kaiserreich is a Global Alternate History Mod for HOI2. It poses the question, what if the Central Powers had won the first world war. The Mod has a Forum and a wiki .

A.E.I.O.U.

The end of the Great War brought with it the end of the age of monarchies. In Russia, Germany, Austria-Hungary, Turkey, and Serbia, ruling houses were overthrown and new governments installed in their place. But those new governments were not always stable and were themselves subject to opposition, and in some cases rebellion.

How might history have been different if, in the defeated Central Powers, the emperors had returned? Play A.E.I.O.U., a modification of Hearts of Iron 2, and find out. Can you lead Austria to reclaim her lost glory?.

Grand Battle mod

Rather than being a specific mod, this is a collection of Risk like fantasy mods by Yukala. There is also a focus on improved AI. These include Risk Battle mod and Guild Imperium, which is the latest.

Confederate Armageddon

A mod that allows you to play the CSA in the 1936 scenario.

Settling Accounts

A mod based on the Settling Accounts books by Harry Turtledove.

Domination of the Draka

A WWII alternate history mod based on the Draka books by S.M. Stirling.

Fatherland- Alternate history Cold War

A Cold War mod with a twist. What if Hitler won WW2? Doomsday and Armageddon only.

Winter's Dawn - 22nd Century Warfare

A mod taking place in the future. Conflicts ranging from the early 21st to late 22nd centuries.

Anatolian Wars Mod

Developed by mehmet12 and miihkali, this mod focuses on an alternate reality in which Greece won the Greco-Turkish War of 1922 and then went on to fragment Anatolia. Greece, Pontus, Armenia, Cappadocia, Kurdistan, and Turkey are all playable with new ministers, leaders and skins. Version 1.0 released in December 2007- the next version is said to include more modded nations such as Kalmykia, Jebel Al Druze, Maronite Lebanon, Coptic Egypt, Circassia, Crimean Tatar Republic, and the Kazan and Don Cossack Hosts.

Graphical Mods

DMP (Design Mod Projekt)

A big mod project with a lot of new sprites and graphics for a lot of countries.


Off-Site Modding Guides

Havard's HoI Hacking Haven

This site was made originally for the first Hearts of Iron, but most of the basics of modding that game carry on into the sequel. This site is almost an essential must-bookmark for any modder, and the tables and examples contained in the site are worth their weight in rare materials.

Baylox' event syntax overview

Overview of all event-triggers and -commands.


How to use mod-dir

Create a subdirectory and place your files inside it (maintaining the exact directory structure of HoI) and then launch the game via HoI2.exe followed by the name of the directory containing your mods. For a more detailed description see the Moddir page.

MP moddir Still Broken

Even with v1.2 the Moddir feature is still broken for multiplayer play. Thus if you try and play a mod in multiplayer it will fail. The only work around is to modify the main game itself. vic:Mods and Modding eu2:Mods and Modding ck:CK Modification and Editing

Money

Money can be gained from putting more IC into the consumer goods slider and moving more towards dove lobby. The most effective way to make money is to trade for it.

Tech teams drain money, the higher skill level the more they drain the money you get from your sliders.

Mongolia

Mongolia - the most annoying, or amusing, nation in the game. You have a few provinces, 6 IC, and are a puppet of the Soviet Union. Not bad? Then go on.

The first years

Now. You MUST declare war on Sinkiang as soon as you get the troops on the border. Don't mind the dissent hit. You won't be the one waging the way anyway. Who will it be then? Look up. Or, in other words, look north. Yes. That red blob is gonna help you. You just have to get to wait a week or so to get help. Nationalist China may DOW you at the moment, but don't mind that. Just bunker on the borders and let the Soviets do everything for you.

Mid-1939

The wars should be all done by now. And you should annex the last warlord (For me it was Shanxi, but stuff like that varies) Japan should kick in 1938 too and go landgrab on it. Halt them AS FAST AS POSSIBLE. If you fail, you'll probably lose the most valuable provinces - Nanking and most of the coast at all. If you do this perfectly, you get 80 IC on full IC takeover. Without it, just 16. Will do anyways.


1940 - 1944

You should build up in these years. SU will be at war with Germany already, but don't mind that, they will survive. If they don't, well, reset the game.


1945

Now it's the time for your great showtime. Declare war on Japan. By now, you are meant to have an army at least the half of Japan's. Germany should be done with too, so the SU has a lot of free troops to help. If you need them or not, you decide, but they will show up anyway.


After 1945

Your hand is free now. You hae established a great empire in Asia, taking over China and going at it with Japan. Remember - go for Tokyo before the Americans do it, if you didn't already. That's a hole full of IC, I can say. Genghis Khan would be proud of you.

Mongolia

Mongolia - the most annoying, or amusing, nation in the game. You have a few provinces, 6 IC, and are a puppet of the Soviet Union. Not bad? Then go on.

The first years

Now. You MUST declare war on Sinkiang as soon as you get the troops on the border. Don't mind the dissent hit. You won't be the one waging the way anyway. Who will it be then? Look up. Or, in other words, look north. Yes. That red blob is gonna help you. You just have to get to wait a week or so to get help. Nationalist China may DOW you at the moment, but don't mind that. Just bunker on the borders and let the Soviets do everything for you.

Mid-1939

The wars should be all done by now. And you should annex the last warlord (For me it was Shanxi, but stuff like that varies) Japan should kick in 1938 too and go landgrab on it. Halt them AS FAST AS POSSIBLE. If you fail, you'll probably lose the most valuable provinces - Nanking and most of the coast at all. If you do this perfectly, you get 80 IC on full IC takeover. Without it, just 16. Will do anyways.


1940 - 1944

You should build up in these years. SU will be at war with Germany already, but don't mind that, they will survive. If they don't, well, reset the game.


1945

Now it's the time for your great showtime. Declare war on Japan. By now, you are meant to have an army at least the half of Japan's. Germany should be done with too, so the SU has a lot of free troops to help. If you need them or not, you decide, but they will show up anyway.


After 1945

Your hand is free now. You hae established a great empire in Asia, taking over China and going at it with Japan. Remember - go for Tokyo before the Americans do it, if you didn't already. That's a hole full of IC, I can say. Genghis Khan would be proud of you.

Morale

Morale is a unit attribute that determines how fast a unit recovers organization. Human Wave doctrine gives the most morale.

Motorized Division

Motorized Infantry make use of wheeled vehicles, such as trucks, to manoeuvre more rapidly than basic Infantry. But they are limited to roads and so their performance may suffer in provinces with low infrastructure levels.

Motorized Division Statistics

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
Motorized Infantry '40 30 30 3 4 12 2 15 15 80 14 100 10 8 1.2 3.5 2 30 0.5 1.0 10 10 10 10
Motorized Infantry '42 30 30 4 5 14 4 20 25 80 12 100 10 9 1.3 3.5 2 30 0.5 1.0 10 10 10 10
Motorized Infantry '44 30 30 4 6 16 5 27 35 80 12 100 10 9 1.4 3.5 2 30 0.5 1.0 10 10 10 10

Brigades allowed

Notes

Mountain Division

Mountain Troops are an elite branch of the Infantry, specifically trained for operations in mountainous terrain. They make use of specialised equipment and tactics to give them an edge over regular Infantry in such an environment.

Mountain Division Statistics

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
Mountain '36 40 40 2 3 8 1 12 15 100 8 120 10 4 0.8 0 3 8 0.5 1.0 5 5 5 5
Mountain '39 40 40 3 4 10 2 18 18 100 8 120 10 5 0.8 0 3 8 0.5 1.0 5 5 5 5
Mountain '41 40 40 4 5 12 4 24 24 100 8 120 10 5 0.9 0 3 8 0.5 1.0 5 5 5 5
Mountain '43 40 40 5 6 14 5 30 30 100 8 120 10 5 0.9 0 3 8 0.5 1.0 5 5 5 5

Brigades allowed

Notes

Mountain Division

Mountain Troops are an elite branch of the Infantry, specifically trained for operations in mountainous terrain. They make use of specialised equipment and tactics to give them an edge over regular Infantry in such an environment.

Mountain Division Statistics

Model Default ORG Morale Air Attack Air Def. Soft Attack Hard Attack Tough-
ness
Defens-
iveness
Soft-
ness
Cost Build-
time
Man-
power
Max Speed Supply Cons. Fuel Cons. Supp. Transp. Weight Upgrade Time Factor Upgrade Cost Factor Speed Cap Art Speed Cap Eng Speed Cap AT Speed Cap AA
Mountain '36 40 40 2 3 8 1 12 15 100 8 120 10 4 0.8 0 3 8 0.5 1.0 5 5 5 5
Mountain '39 40 40 3 4 10 2 18 18 100 8 120 10 5 0.8 0 3 8 0.5 1.0 5 5 5 5
Mountain '41 40 40 4 5 12 4 24 24 100 8 120 10 5 0.9 0 3 8 0.5 1.0 5 5 5 5
Mountain '43 40 40 5 6 14 5 30 30 100 8 120 10 5 0.9 0 3 8 0.5 1.0 5 5 5 5

Brigades allowed

Notes

Multiplayer Nationalist China Strategy

I want to translate this strategy to English, but it will take sometime.

Please do not remove the Chinese parts until the whole translation is finished.


Contrary to the common belief, Nat. China actually have a fair chance to defeat Japan even in multi player game.

In a player vs player match, the odds of winning between Nationalist China and Japan is around 50/50. The important point here is "Know yourself and know your enemy", as the famous Chinese strategist Sun Tze said 2000 years ago.


Starting Military:

Japan: Infantry (1918 version): 25 Cavalry: 6 HQ (1918): 3 Others: all Garrisons

Manchuria: Infantry: 5 Militia:1

So actually Japan has a smaller army than Nationalist China at start. However, Japan has more brigades, better generals and also better land doctrine. No one really has an upper hand in the beginning.


Production:

Japan: Central Planning

Central planning countries tend to build supplies in peacetime to make a large supply reserve, they will start massive parallel production of troops when they prepare for war. In fact, in wartime, many central planning countries will use all ICs to product troops and eat the supply reserve they ave built up earlier. Hence those countries cannot benefit much from the reduced time and ICs of serial production.

China: Free Market

Usually free market will use serial production even in peacetime to make troops, to save ICs and time. The drawback of this is that you make the troops early, then you need to make more supply which means wasted ICs in peacetime. In wartime, you need to build according to what you have lost, so you cannot gain too much from serial production.

They both have their own advantage, it depends on the player to exploit it. (not all players know this fact...)

This leads to an important point in terms of Intelligence:

Central Planning countries will not put much effort to make troops in peacetime. If they are planning to go to war, one will usually have a negative daily change of supplies and a mass production of troops.

For example: AI Japan will prepare for war in 1936, so infantry will increase from around 25 to 50~80. Assuming they wait until the Marco Polo Bridge Incident in 1937, (remember each infantry takes 2 ~ 3 months to build) you have 18 months to prepare for war, each production line can only make 6~9 infantries only, so AI usually open 5~8 production lines.

Of course, this is only true for the AI, human players can predict when they will start the war and only start production before the war. For example, if the player start the war in 1937, he can start 20 production lines in the end of 1936. Using all IC besides the basic consumer goods needs, they can have 50~80 infantry divisions by July 1937. There are some players who use the free market method even though their country is running a central planning scheme, but they will save less IC than countries running free market scheme.

Also, manpower requirement must be considered. Japan start with 750 manpower, daily change of +0.71. Nat China start with 1800 manpower and daily change of 1.12. This is obviously a good reason for China to use the Human Wave Doctrine.

In total, IC decide how many divisions you can manufacture at one time and the maximum divisions you can have (TC constrain). Manpower decide the total number of division you can manufacture (meaning that you can replace more fallen division even though your max army size is lower at any one time.)

On upgrades, because of the slow research speed of China, you need at least half year before you get 1936 infantry, air force is out of question.

Nat. China usually use draft army, they can choose to mass produce and not upgrade older troops. For Japan, using IC for production of upgrade is not much difference, since 1918 and 1936 infantry's difference in soft attack is 100%. Since upgrade use half the IC of actually producing it, the effect of upgrade and produce is the same. However, defense and toughness cannot be upgraded, so making new troops is marginally better. You also get more total organization by mass produce instead of upgrade.

In general, most players choose to mass produce and not upgrade, since you have more reserve when you move your armys and that also increase your mobility. However, during the invasion of China, all the attacking army of Japan will get upgraded to 1936 in the end.

In normal circumstances, upgrading old troops use more IC than making new troops. It is worthwhile to wait and produce the new model later if you do not need them urgently. However, when you consider Japan's case, where your new troops need to be transported to the battlefield from your home island one by one, it is much faster to upgrade your troops on the spot.

In an invasion of enemy country, the max division you can bring is 24 (lead by field marshal + HQ support), more than that you got -75% penalty. Hence bringing in a lot of troops over the limit is meaningless in an invasion. This is why you need to upgrade and add brigades in an attacking army.

For the defending size, there is no limit to the number of division, so a "human wave" strategy can already exhaust the organization of the attacker, there is no need to add brigades or upgrade.


Research

On Research teams, Japan has an absolute advantage. China only have 3 slots and Japan has 5 slots.

Besides the basic researches like infantry and machine tools; there are some special parts that require attention.

Japan must research agriculture tech earlier, since manpower will be a problem for Japan. War hospital is also important. Airpower is also important, since China's 3 slots will be used in infantry and industrail research, Japan two extra need to contribute to air force tech. Airforce is the key to beat China's human wave strategy. Basic decrypt techs are useful to see the army size of China in different provinces.

There is not much choice in land doctrine for China, since they only have one good tech team on land doctrine, the German general "Alex", who is better in researching human wave. Unless you got blueprints from your alliances later into the war, stick to human wave is the best choice.

Besides land doctrine and interceptors, China just need to be careful not to fall behind Japan too much. There is no chance to catch up anyways. Other techs means Cryptography, machine tools, artillery and infantry. Due to the high dissent in beginning stage, more IC only mean more money, so machine tools can wait. Mountaineers can be researched in 1937 if needed; energy to oil tech can be researched after 1939 if needed.


除了陸軍學說和攔截機的研發,中華民國其他多是基本的,只求不要差日本太多就好,計算機、機械工具、火炮、步兵師等等。 不過,機械工具由於初期要扣異議值,IC提高只會讓錢比較多而已,可以慢一點研發。 何時要研發要看打算何時要造兵,造兵前約五個月開始研發比較好。 山地師在1937年後,要看情形研發,煉油技術在1939年後,也要看情形研發。

The Human Wave Doctrine

Since it is human to human, China should use human wave doctrine. The Blitzerg is better against computer, and human wave is less useful as computer regain organization when they move (so the higher morale of human wave is useless, given the long travel time in China).

Human wave doctrine is better at defense, which is usually abandoned if you want to conquer the world in single player games.

First, you need a lot of troops (of course). That mean you will want some militias.

The large number of troops is not to increase the attack/combat power, it is to increase the total organization and the recovery rate of organization. This is the core of human wave doctrine. As long as you have enough manpower, your human wave will be like a cockroach that you can never kill, once the battle line is pushed forward, it is pushed back because you cannot regain organization in time.

The IC cost for infantry is the same of Japan and China, but for militia Japan need 4.2 IC, China only need 2.8 IC. You ought to have much more divisions than Japan.

Secondly, you need to use "support defense", "Reserves" and control the direction to retreat. The most scary part of human wave tactic is NOT when you win a battle, but when you LOSE a battle. When enemy invade a province, that province may have lose the battle, but because the troops from adjacent regions support defense, enemy need to defeat all those troops from those other regions to capture the province.

For example:

A B C_______Each has 23 inf and one HQ, B attack, A & C support Attack

 ↘  ↓   ↙

D E F_______Each has 36 inf and militia mixed army.

G H I_______Each has 12 militias.


D F G H I all can support defense.

Of course enemy may use troops to support attack like from A & C, they can regain organization while in battle, so E may still be captured. However, since human wave doctrine has high morale, those retreating troops may have full organization by the time they finish their retreat. While the enemy that arriving in E from B will have very little orgnaniztion left. Hence you can use the retreated troops to counter attack E.

That is why you should break the battle and retreat when you know you cannot win a battle. Since you cannot control the direction when your troops are defeated. If they all retreat to the same region, then you will have trouble.

This type of "first lose then win" can only defend DEF, but it also waste enemy's organization. If enemy attack blindly, you can wait till they use up all their organization and then counter stirke ABC.

Third, you need to effectively use "Fight in daytime, rest in night time" and "Winter attack" methods:

A B C______Each has 23 inf and one HQ

 ↗ ↑ ↖

D E F______Each has 36 inf and militia mixed army.


DEF use 12 division each to fight B in day time, you stop the battle once it is night time. The next day you use another 36 divisions (12 from each), third day you repeat. On the fourth day you can use the original 36 divisions in the 1st day. This will reduce enemy's organization to no end.

Since the morale of human wave doctrine is extremely high, fight one day and rest two days , you will only use very little organization.

The same logic is used in winter, to reduce enemy organization (it regain more slowly in winter).

Fourth: Effectively use offensive supply. Offensive supply can reduce travel time, increase the replenish rate of organization at the cost of supplies.

Since the attack speed is slow for human wave tactics, you may need to use calvary to capture the region first, then move your foot soldiers there. You can use offensive supplies on the troops that capture the region first.

Once you got the region,even if you got beaten back, you already damaged the infrastructure in the region, slowing down future enemy organization regeneration speed. This has little effect on you, since your morale is much higher, you are the cockroach that never dies.


Air Superiority

Lastly, you MUST get air superiority. Human wave tactic's biggest weakness, is enemy's massive ground attack missions.

No matter you attack, support defense or retreat, you need to move your troops. If the enemy have enough firepower on his planes, it is possible to lose a few infantry divisions in one retreat. Militia is even worse in this case.

To get air superiority, the interceptor and related tech is the only needed air tech for China.

Some people dislike interceptor, citing its short range. This is true when you face the infinite range computer.

For the same "year" model of interceptor and figter, interceptor is better suited for defense, with lower attack on any land or sea targets. However, for the specific task of intercepting bombers, interceptor is at least on par with fighters, and it costs much lower and use less oil. One on One interceptor will win a fighter due to higher defense.

However, do not use interceptor to patrol all the time, as you do not have oil to waste. Use it whe you need to cover your infantry or IC regions. China can fight on equal footing with Japan, which the support of local air base against the better pilots of Japan.

After reading all these, you probably realize you need to have quite a lot of micromanagement in order to use human wave doctrine effectively. Make sure everyone agree the rules to use "pause" during wartime. If you cannot use pause, it reduce the strength of human wave doctrine by a lot.


資源方面,兩國的資源其實都不是很夠用。 在1936年1月2日或3日時,換取資源要以關係不低於-50,給予對方乏缺的資源,和交易成功為主。 不要因為貪小便宜造成失敗,因為這時各國缺資源可以換到比較多,吃點虧比較總比失敗好,因為以後各國不缺資源後,通常反而換得更少了,一般來說70%就相當容易成功了。 至於以後的交易,則可以改為50%來賭運氣。 由於新疆擁有不少的資源(ps.這種設計完全不合理),玩中華民國要有滅新疆的打算。 玩日本,要選好開戰的時機,因為太早開戰,許多貿易會中止,在開戰前儲備足夠的資源很重要。 其他不多說。

事件方面,最好能對兩國的事件有所瞭解,諸如226事件、反共產協定、南京大屠殺、珍珠港事變等等以利勝機。這不多談。

勝敗方面,中華民國輸了,有可能會賠上全國的領土,但日本輸了,頂多賠上滿洲國和韓國的土地。 所以對日本來說,在海軍沒被打敗之前,是有恃無恐的。 當然這是就玩家對玩家而言,因為玩家不會像電腦,和談時會同意割讓一塊日本本島的土地給玩家。 玩單機時,騙到一塊日本本島的土地就注定日本要被中國傀儡的命運。

兩國初期的形勢大約如此,如何備戰呢? 先從戰略觀點談起。

對日本來說,如果一開始就宣戰中華民國其實並不十分有利,因為日本並沒有絕對的優勢,最大的勝機在於一開場就包圍南京中斷中華民國的補給。 由於中華民國一開始沒有研發後方區域補給,無法使用戰略轉移,沒藍圖的話,最快也要七個月才會有,所以要包圍南京是有可能的(電腦由於有官方的後方區域作弊體系,所有電腦控制的國家都會戰略轉移,這招很難成功)。 不過由於西北軍閥還在,仍然有可能供應補給,然而通常天水會被中共佔領,大約二月時,西北軍閥無法供應補給,時機拿捏得當,中華民國有機會因為東西夾攻而造成全面斷補,日本有機會先大量佔領IC高的省份除了南京以外並包圍殲滅中華民國的部隊。 也許這時會有玩家想要投降了。 不過其實還不至於輸,日本不可能在西安事變之前佔領所有勝利點,所以這時的對策是要趁組織度還沒變零時,把部隊不斷向後撒退以免被殲滅,保留部隊數量。 等到西安事變之後選統一抗日戰線,然後推日本下海。 選兩頭下注,還可以拉軍閥入盟,提供補給,選逮補就完了,因為沒有軍閥會提供補給了。

無論如何,對中華民國來說,一開始一定要先派人防守所有海岸登陸點,比如一開始沒人的煙台青島,以避免日本有機可趁。 通常玩日本的玩家在偵察海岸完後,發現有兵守就不會打算開戰了,因為沒海陸師,不好打。 如果不幸被日本登陸了,那一方面調兵阻擋日軍外,也要儘量守住天水和蘭州,這樣就算南京被包圍了,也能利用外交把補給送給西北軍閥,再叫它養我們的部隊。 靜待西安事變,選統一抗日戰線之後,就等著日本被推下海吧。

如果日本一開始沒得打,至少要西安事變以後才會考慮宣戰,因為步兵師要兩個月才會生產出第一批,日本就算用所有IC,也只會多出20~30支。 要是日本在西安事變之前宣的話,通常會逼使中國玩家選統一抗日戰線,那就很慘了。因為全國初期總兵力約140左右(不含中共、西藏),步兵師約有106左右,真要打,日本是很難打贏的。 當然日本本土是不會有事的,不過日本這樣做也有風險,打不好的話,連東北都有可能被推下海。 通常玩日本的玩家這樣的打法是攪局居多,要讓中華民國發展或統一變慢,削弱中國初期的兵力。 再不然就是賭定玩中國的玩家不會玩。 所以儘量不要讓日本有機可趁。

西安事變是決定日本開戰的關鍵之一,而日本的開戰時機則決定中華民國的打法。

西安事變有三個選擇,先做出承諾,兩頭下注、建立統一抗日戰線、將他們這些叛徒逮補。 三個對異議值和國策的影響要先弄清楚,這部分請自己去測一下。 單純以異議值和國策來說,兩頭下注應該是最好的選擇。 但三項選擇會影響各軍閥的態度,統一抗日當然就是聯盟,可惜得吞下大量的異議值,一般是日本太早宣戰才會用的。 逮補的話,桂系在六月以後一定會反叛而且絕對不會接受聯盟邀請,蔣桂戰爭開打後,晉系和滇系也很容易加入桂系一同打中華民國,萬一日本再宣中國的話,中共又沒滅掉的話,就差不多要沒救了。 因此最好的辦法就是在西安事變以前就和桂系聯盟,這需要一點運氣,不過還算容易成功。 兩頭下注的話,桂系在六月不一定會反叛,我主觀覺得這和看中華民國在桂系邊界的兵力,兵力強時比較不會叛,遊戲難度和AI也會影響。 兩頭下注後,各軍閥接受聯盟的機會會再提高,這很好用,可以考慮在西安事變後,馬上和晉桂聯盟。 不過在對電腦,我會選逮補,對玩家則看日本玩家有沒有要打我,沒有的話會用兩頭下注,有的話就直接統一抗日。

西安事變選擇先做出承諾,兩頭下注最有意思,因為不確定性很高,兩國的打法最多變。 對日本來說,無論向誰宣戰,只要佔到該軍閥一定的勝利點,就會出現統一抗日戰線。 因此正常來說,1936年六月以前,只要中國玩家守好海岸登陸點,日本玩家應該還不會開打,因為兵力不是很夠。 在日本開打前,中華民國的主要發展最好是放在兩個地方,快速併吞各軍閥和準備入盟軸心或同盟。

併吞軍閥的主要目的(依我主觀上的重要性排列),在於1.增加科研組2.獲得加入同盟或軸心的機會3.獲得新疆的資源4.取得每日資源和人力5.取得IC和TC6.取得軍閥的兵力。

1.增加科研組是很重要的,大家都知道中華民國的科研團隊是超慢的,技能低就算了,available還只有17,日本可是20,1941年之後是21,即使同一個科研團隊同技能同能力下,在中國研發還是比日本慢。(德國是23~26,真羨慕;美國是19~28,真變態) 先天就不良了,後天就不能失調,越快提升到5個科研組越能縮短兩國的科技實力。 想要5個科研組就要有80個基礎IC才可以,各軍閥的IC是西北5,新疆5,西藏5,滇系6,中共5,晉系16,桂系20,中華民國52。 至於誰先誰後,這等下再說吧。

2.要入同盟或軸心,如果已經有聯盟的話,在1939年德國開打以前是無法自行要求加入的,除非領導國來邀請,但這只有玩家玩領導國才有機會,而且萬一和日本開打,聯盟是不能解除的,除非停戰,當然也就無法加入同盟或軸心。 對中華民國來說,入盟最重要的目的在於拿藍圖和換資源,其次是空軍的支援,這對奪取制空權打人海戰有些幫助。 因為不管入哪個,他們不會派陸軍來,海軍也頂多小貓兩三隻來搔日本的癢,除非你想軍控他們來幫(英國海軍對日本海軍打起來其實蠻有意思的,可惜電腦英國都不派大量海軍移防到中國來,自己軍控來打又超麻煩)。 也因此,在開戰前最好吞掉那些有聯盟的軍閥,才有入盟的機會,當然也可以在開戰前退出聯盟。 晉系可以保持聯盟,如果有打算讓它被滅的話,桂系要先打敗過或併吞掉比較好。 其他的聯盟,在開戰前退出聯盟後,都可以慢慢吞併,但同時也會失去他們的幫助。 所以退出後,要盡快加入軸心或同盟。

3.新疆一開始的資源大概是全世界最多的,擺明就是不直接給玩家,要玩家去打他用的。 由於打新疆只需要幾個師的兵力,所以也可以選擇和日本開打後再併吞,當然不能在聯盟的情形下和日本開打。

4.吞軍閥所取得資源其實相當少,以基礎IC來看,西北、新疆、西藏、中共只有稀金會多0.5,其他用光,桂系資源都不夠IC使用,晉系只有鐵會多,其他都不夠,滇系會多得鐵,缺能源。 但等到機械工具研發後,IC提高,資源就會全面負成長,用補給換資源就是必要的。 人力方面才是比較重要的,在加入同盟或軸心以前,中華民國再怎樣努力發展攔截機,在初期制空權仍然常常會被日本給奪走,密接支援對民兵師的傷害非常大。 在民兵師可以升到43年師以前,由於年份差太多,防禦力不足,即使民兵師沒有移動,有戰壕保護,兵力仍然會持續減損(步兵師比較不會,除非年份不同,如18年師被37年轟炸機炸)。 如果在交戰,部隊因移動而被轟炸機持續轟炸時,導致一次損失十個甚至二十個以上的民兵師也是會發生的,步兵師也會損失慘重。 因此,取得充份的人力資源是相當必要的。 版上許多人說中國人力太多了,根本用不完,這是因為對手是電腦,電腦AI太固定了。 如果是對玩家,人力資源的重要性就大了起來。 1936年一開始,日本和中國的人力生產相差較少,中國每日生1.12日本是0.71。如果中華民國併吞大部分的軍閥,人力資源可是會到每天生產2以上的,雖然日本可以靠農業研發再多一些,但還是相差很多。 確保足夠的人力資源和生產IC是把戰爭拖到入同盟或軸心的重要本錢,等入了同盟或軸心,盟友會派飛機幫忙。

5.吞軍閥取得IC和TC其實是以長期來看才會有優勢,因為光異議值就扣要到天荒地老了。 除了一開始的25和選兩頭下注的-5,每打一個軍閥通常會有7.8或8.9(看玩家對國策的改動),就要扣上一到兩個月,如果要全國統一(包含晉桂),大約要扣到1937年2月才會扣光,完全不生兵不生級,只生補給的話,每天扣0.17~0.18%。 也就是說這些IC在1937年以前,就算拿到也沒什麼用,主要是生錢而已。 不過,這些IC在1937年以後就會讓中國開始出現優勢,爆兵的速度會越來越猛(端看得到多少IC),也就是說這是有利於長期作戰的,因此也要考量進來。

6.取得軍閥部隊最主要的目的是為了要讓那些部隊可以分享到中華民國的陸軍學說,其次才是升級。 雖然軍閥派遠征軍也可以分享到陸軍學說的效果,但一般來說軍閥們不會全部都派。 軍閥在1938年以前是不容易有36年步兵師的,就算自己研發完後送藍圖最快也要1938年之後,這點會讓中華民國在1937年以後越來越不利。 西北、滇、晉、桂四個都是滅了會奉送兵力和生產線,晉桂的生產線還會附帶電腦作弊的加強旅炮兵部隊(總IC約需300,等於是白賺),可以考慮都生產出來,斤斤計較的人就去算一下IC得失看要不要生產。 西北和滇的第一隻如果時間剩不到一半也可以考慮生產出來,其他的就可以停掉了,因為直接造36年和造18年的IC是一樣多的,18年師還要一半的IC來生級。 取得這些兵力最後目的還是在於升級他們,畢竟18年師和36年師相差太多,之前也說過了。 當然,通常升級用掉的總IC比較多,而得到的戰力比較少,如果不打算升級,只生產的話,這點就比較次要,可以看一下自由市場–中央計畫和常備軍制–徵召軍制兩者的狀況。 個人在開打前,會選擇生產為主(因為中華民國要玩人海戰術,又要造兵,又要降異議值,沒空升),開打後多餘的IC用來生級(因為暫時不想加開生產線,中國是自由市場,長期穩定生兵比較好,只是生產線要先預估而已),所以我還是會能併吞就併吞掉。 另外,偷吃遠征軍雖然也是一個方法,但既然是玩家對玩家,這種方法最好先講好能不能用,正常是不應該使用的,雖然偷用不是很容易被抓到,但是萬一被抓到,為了一場遊戲勝負搞壞交情,不值得。

當然在吞併的過程中,日本玩家隨時可能開戰,因此,中國玩家要一邊小心防禦日本,一邊小心吞併,這就是玩中國最好玩的地方。 西安事變選兩頭下注以後,最好就先和晉系聯盟(很容易成功),以免日本趁我們在打其他軍閥時,偷偷攻打晉系,另一方面也增強聯盟的總兵力,以嚇阻日本來犯。 之後如何吞併軍閥呢?等下會談到。 對日本玩家來說,看著中國逐漸統一,實在是心焦如焚,壓力很大,因為只要中國得到足夠的IC值,爆兵的能力就會很可怕,同時研科組也會增加,如果中國完成全國統一,日本在IC值上就沒有優勢了,反而還會輸掉。 因此,日本玩家從1936年6月到1937年6月的這一年內的最佳進攻時機都會儘量選在中國對某一個軍閥開戰時,端看日本玩家自己準備如何,以及他能允許中華民國得到多少個IC值。 通常日本玩家會讓中華民國得到60個IC值取得第四個科研組,但不允許中華民國得到80個IC值取得第五個科研組。因此,中華民國得到超過70個IC時,就要先部署兵力,準備開戰了。 在吞併各軍閥的過程,由於要扣大量的異議值,中華民國會生產出不少錢,這就是外交入盟的本錢之一。 在選兩頭下注以後,便開始向心中打算入盟的對象扔錢。當然要等關係有50以上再扔,50以前可以用貿易慢慢升上來。 在1937年3月寒凍過後,如果兩國還沒開戰,由於日本已經生產大量的兵力,這之後不宜再向軍閥開戰,應該轉而考慮退出聯盟,入盟軸心或同盟,以取得他們的藍圖、資源和空軍上的幫助。

如果新疆、西北、晉系、桂系、滇系其中有一個沒有吞併完的話,日本宣戰後打下一定的勝利點,就會發生統一抗日戰線。 這就表示很難加入軸心或同盟了。 如果只剩晉系一個還好,讓他日本被吞併就行了。 沒有的話,唯一的辦法就是推日本下海了,越快越好。 因為無論中華民國再怎樣努力,空軍都贏不過日本,拖久就看誰會撐了,看最後是日本人力或資源夠用呢?還是中國人夠死呢? 請記得,這是玩家對玩家,沒有多少機會包餃子,日本人力資源雖比中國少,但只要沒辦法一直殲滅日本的部隊,就別太期待日本會人力不足。 推倒日本才是正經的。

中國玩家如果打算西安事變選將他們這些叛徒逮補的話,要考慮是否在西安事變前和桂系聯盟,不然的話西安事變後就不能聯盟了,然後很易和各軍閥打起來,日本玩家就有機可趁了。 這個選擇對日本玩家來說很有利,因此通常中國玩家是不會選的,不過還是大略談一下。 由於統一抗日的事件不會發生,日本隨時有可能宣戰,但不是對中華民國,而是對軍閥,其中桂系軍閥是對中日兩國來說,兵家必爭的。 桂系軍閥有20點的IC和36師,勝利點的位置又容易佔領,對中華民國來說,好吃又大碗,如果能先併吞實在是一大助力。 而對日本來說,以包餃子戰,先快速把桂系軍閥的兵力全殲是很重要的,中華民國初期由於異議值高,很難造兵,軍閥的兵力被殲得越多,人海戰術就越難發揮,其中兵力最多的桂系就是首選。 另外,由南向北打對日本來說其實比較好,因為遊擊隊導致TC不足的關係加上要打到長江才有河流阻擋。 先儘量多佔到山地的省份,等中華民國重新防守好後,TC不足後,再攻打平地的省份,會比較有利。 此外,還能伺機偷打滇系軍閥。 所以,正常日本的玩家發現中國玩家在西安事變選逮補後沒多久,就會考慮對桂系宣戰。 中華民國最好的對策就是在西安事變前就和桂系聯盟。 當然,日本仍然有可能轉而把目標放在晉系,所以西安事變前,最好連晉系也聯盟,不過這比較不容易,因為錢不太夠花。 一旦晉、桂聯盟成功後,日本要選擇開戰,就很難打,西安事變後,就可以像兩頭下注一樣,一方面小心日本,另一方面慢慢蠶食鯨吞各軍閥,當然第一個就要打贏中共。 記得沒錯的話,新疆8月會去和日本同盟,不過因為日本是玩家,就比較沒差了。 要是中國已經向新疆開戰,日本玩家就要盤算一下要不要和中國打,要才會同盟,如果還沒向新疆宣戰,可以考慮以後再打新疆。 不過萬一聯盟失敗,西安事變最好就不要選逮補。 雖然引發蔣桂戰爭,可以避免宣戰造成的異議值,在桂系被打敗後,可以得到廣州的12點IC。 但仍然太冒險,因為一方面中共可能還沒搞定,另外晉、滇都可能加入桂系,如果日本也宣戰的話,局勢就糟糕了。 基本上走這條路除了要一開始先滅中共外,和兩頭下注的選擇沒有差很多,國策和異議值都不如兩頭下注,反而讓日本玩家有可趁之機,對電腦可以,對玩家最好不要走。 至於我玩單機時,為何會選逮補呢?這和吞併軍閥過程有關,等下會提到。

要是中華民國選統一抗日戰線,那日本只好按兵不動,乖乖的生兵,至少要八月以後才有可能宣戰,因為兵力太過懸殊,除非中國的玩家不會玩。 八月以後,中華民國只要守好沿海登陸點,日本也最好不要開戰,因為就快進入冬天了,太早開戰又打不了多少地,拿不到什麼資源,並且使外交的貿易過早中斷,資源容易不足。 因此,日本最好等到1937年3月寒凍過了以後再宣戰。 當然,要是沿海沒守,日本玩家隨時有可能宣戰,即使是冬天,也可以對中國南部進攻,所以一定要守好。(為了守備沿海,人海戰術學說當然就有相當的重要性) 相對的,走這條路的中華民國在這段時間,有著選擇開戰的主控性,而這也是西安事變唯一讓中華民國取得向日本宣戰的主控權。

選這一條路有兩個走法。 一個就是要在1936年打日本,因為到了1937年6月以後,形勢對逐漸對中國不利,要儘量在1937年以前打完,無論是議和還是落日。 人海戰術是有利於冬天進攻的,雖然速度不快,但卻可以利用寒凍的特性,有效的消耗對手組織度。 因此,11月入冬是中華民國進攻的好時機,不過由於推進速度緩慢,冬天過了,也才佔到幾塊地。

通常中國要宣戰日本會更早,從西安事變開始都可以考慮宣,在時間點上,通常會有兩個選擇,一個是馬上宣日,另一個是等到後方區域補給體係研發好後,兵力部署好後,再宣戰。 馬上宣日的好處在於日本的兵力還不強,甚至有的玩家還沒開始生兵,不過缺點是後方區域補給還沒研發好,調兵不易。 通常為了達到四個科研組,最好在宣日之前把新疆踢出聯盟,等到了七月,後方區域補給研發完後就可以派一小部分兵力去併吞西藏和新疆,以求得四個科研組。

至於選擇等後方區域補給研發好後再宣的打法,也是不錯的。這種打法比馬上宣日穩一點慢一點就是了,其他是差不多的,記得宣日前踢新疆出去。 這時日本最多只會生產出兩批部隊,如果日本玩家用全力生產的話,最多一次約16~20支(不生產補給,全靠國外),那除了警備師外,大約最多只有60~80支可投入作戰。 而且這是指最多的情形,其中遊戲開始的部隊會全部沒升級,都是18年的。 更何況日本玩家猜不到中國玩家會在西安事變選哪一個,如果當他們發現中國玩家選統一抗日時才要開始生兵的話,兵力就只會生出一批而已。 通常還是要看選擇完統一抗日戰線後,玩家打算要等中華民國發展的何時而定以及日本的兵力而定(記得要常看情報)。

在宣戰前後,中華民國最主要的發展在於扣異議值、生產兵力、部署抗日兵力以及併吞部分的軍閥。 併吞軍閥中,最值得打的,就是不在聯盟裡的西藏和中共了,以及擁有大量資源的新疆,還有好吃又大碗的桂系,打下其中兩個就一定能拿到四個科研組,至於晉滇西北正常都沒時間打的。 這裡又可以選兩條路。 一條是選西藏、新疆和中共。 因為中共不好打又要毀和約,加上西藏和新疆可以同時宣戰來打,也能在宣日後再開打,所以這條路多是選吞併西藏和新疆,得到四個科研組就好。 如果光靠行軍要打西藏和新疆要很久,所以要靠戰略轉移,但是要大約七月才會研發完後方區域補給(這時就已經宣日了),所以在九月到十月左右才能併吞新疆和西藏。 當然也可以選中共和西藏,這樣的好處是在後方區域補給還沒研發前,仍然可以調兵打中共,不過通常還是主要靠西北、中華民國來打,晉系要防備日本玩家,其他則是走太慢。 當然也可以選三個軍閥都吃掉。毀約滅中共,踢出新疆,宣日後,再打西藏和新疆。 一般來說,西安事變選統一抗日後,再重新打下中共,大約會到八九月,開戰時機較晚,比較不利,所以這條路通常只打西藏和新疆。 這種打法最好能在1937年中期以前,就推日本下海,引發落日事件,不然戰事拖越久,對中華民國越不利。 所以中國最多只有一年的時間可以打,最好要有把握才走這一條路。 而對日本玩家來說,則變成儘量把戰事往後拖,生出足夠的兵力,來應付中國。

沒把握快速推倒日本的人,通常會希望能在1937年以後,局勢能維持住,至少能守住。 那會選擇優先踢出桂系,吞併掉,再踢新疆出去,再宣日,宣日後,找時間吞併西藏和新疆。 這樣一來,中國會有五個科研組,二來取得桂系的部隊,三來IC會有80,和日本比較接近,比較能夠持續作戰。 不過這樣做有點風險,得賭一下中國在踢出桂系後,日本不會來打。 走這條路的人,最好在西安事變前就先部署一部分對桂系兵力,西安事變後馬上踢出桂系,三星期內併吞掉。 越快越好,趁日本還沒生足夠的兵前打下來。 由於走這一條路的風險比剛那個打法小,我膽子比較小,會選這個打法。

除了先宣日的快速打法外,選統一抗日戰線,也可以走類似兩頭下注的路,不打算在一開始就打日本,而以併吞軍閥為主。 會考慮走這條路的人,通常是想要一開始嚇阻日本後,轉而拖延開戰時間到1937年以後,以確保入盟軸心或同盟之前,日本不會宣戰。 另外,在打軍閥時,也不用擔心其他仍在聯盟中的軍閥叛變,他們會很死忠的,直到把他們踢出聯盟的那一刻。 併吞的方法和兩頭下注是類似的,不過看情形做些許更動。 只是在併吞的過程中,仍然要注意日本的動向、守好所有的海岸登陸點,雖然在1937年3月以前,日本玩家應該是不會開打的,不過仍然要小心。 基本上和兩頭下注來比,各有優缺點,兩頭下注的國策和異議值較佳,所以生產的總兵力會稍勝,但統一抗日戰線在吞併軍閥的過程比較沒有後顧之憂,除了打桂系以外,等下會談到。

版上曾有人說,對日抗戰不應該以吞併軍閥為主,因為會削弱抗日的力量,同時得到的IC會因為需要扣大量的異議值而沒有作用、中共可以幫守黃河沿線以及大部分的軍閥IC都太少等因素。 就1937年6月以前,兩國的形勢來說,這種觀點是沒有錯的,因此如果要在1936年開戰,的確不要吞掉太多軍閥。 但是,在西安事變發生後,無論選統一抗日還是兩頭下注,如果完全按兵不動,等著對日抗戰,在1937年6月以後(無論盧溝橋事變日本玩家要選打或不打都一樣),形勢會逐漸不利於中華民國。 這種情形會一直持續到日本人力和資源開始不足以後才又會逐漸再改觀,大約要撐到1939年歐戰爆發之後,不過這還要看玩家,如果中國玩家可以一直殲滅日本部隊的話,那這種情形會提早很多(但對手是玩家喔!他也不會笨到一直被包餃子)。 這是因為IC只有日本的一半,日本這時的軍力通常會全部轉為36年師,科研也輸日本,空軍會差距太大,容易拿不到制空權,人力損失會很大。 吞併軍閥所得到的人力資源也是很可觀的。 而且軍閥們由於研發太慢,會一直造18年師,然而18年師和36年師所需要的生產IC是一樣的。 換言之,在1937年6月以後,中華民國研發出早期步兵師之後,軍閥生一支18年師所用掉的IC值,不如把軍閥給吞併掉,用來生一支36年師(當然也可以給他們藍圖,讓他們自己研發,不過還是會比較慢,而且外交談判很花錢)。 此外,1937年6月以後,日本會開始研發海陸師和山地師,1938年以後各海岸的防守需要更大量的兵力,山地的防守優勢也會因為山地師的出現而減少(當然中國也會研發生產,只是三組科研會比日本慢很多)。 這時如果還是只有初期的IC,其實很難一邊維持越來越多的防守部隊,一邊生產和日本交戰時所損失的部隊。(當然對電腦就沒多少問題了,但這裡是談對玩家) 更重要的是,各路軍閥由於是電腦AI在發展,非常不懂相互合作(說難聽一點就是沒有腦袋),科研也不會各自研發一種,再相互贈送分享,資源也不會相互合作,也不懂得把所有兵力送給陸軍學說研發最好的軍閥當遠征軍,也不會打間諜戰,只會把錢亂花,胡亂拉中華民國關係,都200了還拉抓狂。 雖然軍事方面可以用軍控來操作,但在政治上軍閥們的表現奇差無比。 如果所有軍閥都是玩家在玩,可以相互幫助,那我可以接受不要併吞軍閥的這種觀點。 尤其是科研的互助,每個軍閥各研發一或三種(軍閥含中華民國共有八個科研組),相互給,中華民國也就不一定要拿五個科研組了。 可惜電腦不會這樣做,所以為了1937年6月以後的戰爭,我還是會選擇能併吞就併吞,至少要得到五個科研組才會罷手。

無論西安事變選哪個事件,如果打算要走上吞併軍閥為主的這一條路,吞併的先後要有戰略上的考量,依每個人所遇到的情形而不同。 同時也要打算好哪些要在開戰前吞,哪些可以在開戰後吞,大約要吞幾個,何時要停止吞併軍閥。 只要日本宣戰後,就不能踢他們出聯盟了,也不能吞併了。 所以要算準在日本宣以前,或是自己宣以前,先退出聯盟,之後再伺機吞掉。

和玩家對抗的話,桂系絕對是首要併吞目標,對中華民國來說是可以快速擊倒的對象,又有20點IC、36部隊和29人力(和電腦就不是了,因為晉桂其中一個只要被佔領一定的勝利點或是被一日併吞後,日本就會宣戰)。 此外,蔣桂戰爭或是併吞桂系九成是一定要打的,因為桂系有一半的領地有游擊隊,沒辦法使用全部的IC,中華民國佔走這些地,一方面可以讓IC值釋放出來,二方面可以避免日本宣桂,從南方登陸向北打。 雖然桂系要打敗很容易,但吞併較不容易,原因在於海南島。 如果要快速吞併,我通常打法是先和桂系聯盟,軍控部隊,再把海南島的兵撤走,然後踢出桂系,一星期後宣戰,再派運輸艦用唯一的警備師佔海南島,派海軍守東京灣不讓桂系進攻即可在兩星期內併吞桂系。 但因為是玩家對玩家,一踢出桂系,日本玩家就會知道,也就是約一星期後中桂就開戰,再一個多星期桂系就要消失了,所以就隨時可能宣桂或宣中,這基本上是心理戰和情報戰。 對中華民國來說,最好這時有和晉系聯盟,讓日本玩家有兵力不一定打得過的壓力(中晉西北合兵約有75)。 選統一抗日戰線的就沒差了,選兩頭下注的,可在西安事變後就和晉系連盟,機率比西安事變前高,選逮補的,要在西安事變之前都要聯盟好。 在情報方面,日本的兵力要儘可能估計出來,最好在日本兵力不多的情形下就打。

選統一抗日戰線的和逮補的,想打桂系,都是走一樣的路,只是選逮補的要在西安事變前先和桂系聯盟。 桂系最好在西安事變一結束馬上部署兵力就準備開打,才有可能併吞。 當然,玩日本的玩家可能會宣戰。 日本玩家如果沒打中國的把握又不甘心中國吃掉桂系的話,會在踢出桂系後,就對桂系宣戰(這是利用外交只能七天一次的不合理設計,另外電腦有官方外交作弊內閣群,據說有七位,一天用一位外交官,因此不受此限制)。 由於日本要從海岸進攻,所以正常是會從湛江進攻,因為廣州的兵很多,沒海陸師真的不好打,當然用24師含指揮部(日本一開始就有20支運輸艦)可能還是有機會打下來,我還沒試過。 無論如何,日本可能可以在中國宣桂前佔走廣州,但如果說要殲滅桂系的部隊,說實在,不會很多。 中華民國在一星期後宣桂,最重要的就是快速結束戰爭(記得海南島要去佔,日本玩家為了殲滅桂系部隊,正常不會笨到去佔),以免桂系部隊損失過多,等桂系被滅後,部隊還是中國的。

如果日本玩家有把握的話,就會對中、桂同時宣戰,並且派海軍守住海南島,不讓中華民國去佔,自己也不去佔以拖延戰事,同時儘可能包圍桂系部隊來殲滅。 至於會不會引發桂系投降的事件,我沒試過不知道,如果可以,那還有機會保住桂系的部隊,只要快點佔領勝利點就好,如果不行,通常桂系的部隊會被全殲,即使推日本下海,由於不能佔領海南島桂系的部隊也會因為沒有補給而潰散。 不過一般這不太可能出現,如果中華民國有和晉系聯盟又在西安事變之後就開打,以日本初期的兵力加上臨時生產的,頂多50支,實在不足以南北同時開戰。 雖然可以毀掉桂系的36支部隊,但萬一戰術又打不好,就等著被推下海了,連東北都有丟掉的風險。 萬一真有玩日本的玩家這樣打,要善用兵力優勢,南北同時進擊,如果戰略轉移還沒研發完,北方的戰事先守好,能打的話也是求穩打,向新京慢慢推,給予日本玩家壓力,重點放在南邊,儘量在日本爆兵前打下湛江把日本推下海。 如果桂系投降事件不會發生,那海南島就送給日本吧!打不下來的。 如果桂系投降事件發生,海南島變成中華民國的話,那要快點佔領,不過要是東京灣有日本海軍的話,也就算了,送他吧! 如果海南島被佔領了,記得附近不要用民兵師守備,會被轟炸機炸得滿頭包。

選兩頭下注的,如果也和桂系聯盟,那走的路和統一抗日戰線一樣。 如果不聯盟,可以考慮等到六月以後桂系叛變,快速在一星期多,趁日本玩家來不及應變時,先打贏蔣桂戰爭,拿12點的廣州IC就好了。 然後因為桂系沒有可登陸的臨海省份,可以找個有空的時間併吞掉。 這樣的打法比較穩一點,因為沒有踢出聯盟,日本玩家無法事先預測,同時也能省下宣戰的異議值,但一來在宣桂之前,日本也隨時可能打桂系,二來要在抗日前併吞桂系的話,需要毀和約。 如果等不到六月,日本就先宣桂的話,那要快一點拉桂系入盟,再依剛說的打法,推日本下海而且最好連滿洲國都打下來彌補無法吞掉桂系的損失,海南島則可以奉送。 早點在日本有所動作前向桂系宣戰。 正常日本也不會隨便就打,因為怕中桂聯盟就糟了,兵力不夠,怕連東北都守不住。 當然也可以選擇只打贏蔣桂戰爭而暫時不併吞桂系,不過剩下的8點IC在各軍閥之中仍然算是很多的,找 機會吞併掉比較好。


晉系最好是不要打的,雖然有16點IC、29部隊和40人力,是所有軍閥中人力資源最多的,但通常會因為日本的關係而只能拿到一半或更少(指對玩家而言),要打的話也是放在開戰前的最後一個。 這是因為宣了晉系,日本玩家正常就會考慮看情形宣晉或是宣桂(如果桂系還在,也沒有和中國聯盟的話,並且有可登陸的臨海省份)。 另外,等桂系、西北、滇系都併吞了,拿了他們的部隊,以及中共也併吞了,得到較佳的戰略位置後,再考慮打會比較穩得多。 而且晉系擁有中華民國的通行權,日本就算滅晉系,部隊仍可以退到中華民國的領土,當然也就可以得到部隊了,部隊比較不會被日本殲滅。 如果宣晉的話,晉的部隊可能就會在兩國夾攻下全滅。 如果其他軍閥多數已經併吞了,日本又暫時還沒來找麻煩,IC夠到可以玩爆兵,已經有向日本宣戰的打算時,就可以考慮打晉系。 反正都要打日本了,放棄掉那29支部隊換得一些IC、人力和資源,並且逼迫日本玩家向晉系或中國宣戰吞下一些異議值也不錯,不過晉系的勝利點分布是有利日本的佔領而不利中華民國的佔領。 通常,只要一把晉系踢出聯盟,日本玩家就會先宣晉。 如果日本沒有宣中華民國的話,儘量用騎兵搶先佔領山地、勝利點和有資源的省份(不要用騎兵去走沙漠會比步兵慢)。 日本玩家可能會放棄一兩個勝利點不去佔,以拖延戰事來殲滅晉系部隊,因此,要避免勝利點被日軍包圍,否則晉系部隊有可能被全滅。 總之,快速佔完勝利點,以保住晉系的部隊,但恐怕最後剩下不多。 正常日本玩家是有可能會連中華民國都宣的,因為通常晉系比較晚打,日本那邊已經準備差不多了,當然這就是我們宣晉的一個小目的,日本會得到比較多的異議值,一開始會好打一點。 1937年的盧溝橋事變會讓日本對全國宣戰,這時宣晉的話,無異是讓日本利用這個事件省異議值,不過其實也不是差很多。

不過後來我突然想到,也可以把晉系放第一個或第二個打,那時通常日本兵力不足,還不會宣戰。 但我從來沒試過這樣的打法,我不保證一定好。 由於通常中共還沒併吞(我有說不建議選逮補了,選逮補就不要打晉系了),從黃河南邊打到瑜林和集寧,可能要三個月左右。 可以考慮先軍控晉系,把天津的守軍撤走,再踢出晉系,再用運輸船運兵上去打,應該會快一點。 因為我有試過這樣打,初期有先生產一些運輸船的話,可以少約半個月到一個月的時間。

中共難打,只有5點IC,滅了又沒部隊可拿,也沒有多餘的資源可用,人力資源也只有6點。 滅中共最大的好處我主觀覺得是在替滅晉鋪路,另一個小優點就是不需要踢人出聯盟。 (一般我玩單機時,還是會在西安事變選逮補,然後滅了中共,因為後方區域還沒研發出來,沒有戰略轉移可用,部隊要調去打別的軍閥要很久,不如用那個時間滅了中共,以取得滅晉的較佳戰略位置。 這是因為對電腦日本時,只要晉桂有一個被佔領一定的勝利點,日本就會宣戰,所以我只好選擇用一日吞併晉桂的辦法,只是要一日就滅兩個軍閥很難,尤其是晉,一定要先打下大同和保定才容易一日吞併晉系。想打大同和保定,一個是從延安打,一個是從海路攻天津過去。通常我會選延安,然後避開冬天,在1937年3月以後才用一日吞晉桂,盡量在七七事變前搞定,這樣就可以完成全國統一了。當然日本很快就宣戰了。) 原則上中共要不要打就看情形了,如果是統一抗日陣線或兩頭下注,都可以在聯盟後利用大軍壓死中共,一般來說,1936打中共,日本的玩家通常是不會過問的,但1937年以後,日本則可能會藉機對中華民國宣戰。 至於選逮補的話,最好在西安事變前先和晉桂聯盟好,而且很不好滅,因為還要分兵守住沿海,通常不會比另兩個選擇滅得早,好處是不用毀和約。 損失中共十幾個師來守黃河戰線,以換取5個IC和滅晉的戰略位置,是否值得就見仁見智了。 如果是我的話,有機會還是會滅的,因為和約會到期,到期之後就要分兵手中共周邊了,很討厭。

和中共相比,西藏是更好的選擇。IC和資源是一樣的,同樣也不會入聯盟,併吞了也得不到部隊,打西藏也是為了替滅滇鋪路,更重要的是兵力一個在天上,一個在地下,唯一輸給中共的是人力資源只有3。 算是當區域補給研發完後,其中一個首選,但是也可以選擇在和日本開打後,再分兵吞併,要看情形而定。 另外,日本玩家通常是不會因為中國宣西藏就輕易宣戰的。 為了足夠的科研組,西藏是一定要吞併的。

滇系擁有6點IC、17部隊和9人力,打滇系的目的就只是取得IC、人力、鐵礦和部隊而已。 由於地形的關係,滇系並不好打,有的要走上兩個月,組織度都會用光,佔領軍會馬上被打退。 如果能先併吞西藏,從昌都直接進攻康定、下關、寶山,同時由安順進攻昆明,成都進攻雅安,會是不錯的選擇。 因為可以用協同進攻,主力部隊不去佔,只派一個部隊去佔領(記得用進攻補給,加快行軍速度),當然不一定要一日吞併,佔領軍被打退也沒關係,只要在這些勝利點被滇軍奪回前全佔領即可,也就是控制在一星期內就好,不用暫停應該也可以做到。 當然前提是昌都要先打下來,而這就是打西藏的目的。 日本玩家有可能在中華民國宣滇之後,向中國宣戰,這完全要看日本玩家準備的情形,還有他對中國的統一容許程度而定。 滇系是四個會送兵的軍閥中,唯一可以考慮不用拉他入盟,就可以直接開戰的。 選兩頭下注或是逮補的,可以的話,盡量省下這筆外交費用。 還有,如果時間不夠,滇系也可以考慮不要吞併,算是由玩家自由心證的軍閥。

新疆只有5IC、6人力,還多出一點鐵礦,被滅是沒有部隊可拿的。 打新疆最大的好處是可以得到大量的資源,而且算是所有軍閥裡最好打的,比西藏還簡單(西藏有冬天難攻的缺點),此外併吞新疆後,對於進攻西北軍閥會有幫助。 因此,和西藏一樣是一定要吞併的,也是後方區域研發完後的首選,也可以選在和日本開戰後打,但要先踢出聯盟。

西北軍閥有5IC、14部隊和6人力。 除了晉系外,唯一擁有騎兵的軍閥,取得這些騎兵在對付日本時,會有利一點,而且西北軍閥的部隊多半有高經驗值,把這些高經驗值的部隊升級成36年師,是併吞它的重要目的。 另外,西北軍閥是中華民國的傀儡國,想要入同盟或軸心,當然就要把它踢掉。 要打西北軍閥之前,如果能先滅新疆、西藏、滇系,打西北軍閥會快一點,因為可以東西兩面作戰。 日本玩家也有可能會在中國宣西北時宣戰,和滇一樣,看日本玩家而定。 我是建議西北軍閥最好吞併掉,因為騎兵算是在反攻日本的武器之一,而且西北軍閥的品質很優,將領卻很破,加上不升級又很可惜。 吞掉西北軍閥後,這些部隊就是進攻的主力了,可以生些火炮掛上去。 不過騎兵要不要升級看科研的速度,如果玩家很快就把騎兵研發到摩托化騎兵師,就不要升了,升級用的IC還比生產來得多,直接生產騎兵師就好,把補兵的功能關掉,打到沒兵消失掉就好了。

一次向幾個軍閥宣戰呢? 當然優先考量兵力能否應付得來以及日本會宣戰的可能性有多高。 其次要考慮異議值高低,因為異議值越高,IC會越少,金錢就越少。 比如,宣一國,異議值8.9,IC變成40,扣完再宣一國。和一次宣兩國,異義值17.8,一次扣完。 兩個相比,同樣都扣17.8,後者賺的錢會比較少。 再來也要考慮打多快,一次宣一國,打太慢也不好,1937年以後,中國的兵力優勢會逐漸減少。 因此,一次宣幾個國,要拿捏清楚,一般會送兵的軍閥,我建議是一個一個來,至於西藏和新疆,我建議兩個一起來。

吞併幾個軍閥?吞併順序為何呢? 基本上,達到80IC是主要目標,其他就看玩家本身了。 我就談幾個打法: 1.開戰前,打贏蔣桂戰爭→西北→滇 這是最穩的打法,但要花比較多的時間打下西北軍閥和滇系軍閥。 這種打法可以避免日本想要向中國宣戰,因為日本初期兵力不足。 在吞併完滇系後,西藏和新疆可以在和日本開戰前打,也可以在開戰後打,這個放在哪個順位就看玩家自己。 剩下的桂系、中共和晉系要不要吞併也是看玩家,有把握就可以打,但如果到1937年3月以後,就不要打了,日本可能會趁機宣戰。 要打的話,建議是桂→中共→晉。 和日本開戰後,中共和桂系(沒聯盟的話)也可以打,只要有把握。

2.開戰前,桂系→西北→滇 和1類似,只是打桂系時要小心日本來咬。 這個方法比較有機會得到最多的IC值和軍閥們的部隊。

3.開戰前,桂系或蔣桂戰爭→新疆和西藏→滇→西北 把滇和西北放在後面,是因為先打下西藏,容易打滇,西北最後打,可以東西夾攻,這樣在打軍閥上會省下一些時間。 但是因為西北和滇系比較後打,這時日本的發展比較好了,而且中國也比較統一了,日本的玩家有可能會在打西北或是滇系時宣戰,比較冒險。 吞併完西北後,如果日本都無動於衷,可以再打桂系(選蔣桂戰爭的人)→中共→晉系,順序也可以小改(桂系先打是因為可以戰略轉移打中共,先中共的話,桂系的部隊要慢慢走),但要小心日本趁機宣戰。 吞併完桂系、新疆和西藏後,就有五個科研了,其他要不要再打,可以自行拿捏。

4.選逮補的人,可以走中共→1or2or3。 但這條路太冒險了。 選其他兩條路的人也可以走,但要毀約,而且桂系太晚打可能有風險。

5.走中共→西藏→滇→西北→一日吞桂系和晉系→宣日後新疆 這是我玩單機會走的路。因為新疆會和日本同盟,所以最後打。

6.這是我發文後才想到的,我從來沒這樣打過,也許這個才是最有機會拿到最多IC的,但得保證日本玩家在打晉或桂時不聞不問。 走桂或蔣桂戰爭→晉→1or2or3。 這應該比較冒險,晉還是第二個打比較好,因為桂系可以很快打完,日本生的兵力應該還不太夠。 由於時間不是很夠吞併所有的軍閥,建議走1的路,而且西北、滇要看情形打,日本看到中華吞併了桂、晉、西北,不太可能忍受中華民國這兩個下去,不過西北還是打比較好,他們的兵品質良好。 西藏、新疆、滇可以考慮在日本開戰後打,或是有把握同時對日又對軍閥的兩邊作戰也行,記得不要和新疆、滇聯盟,不然又踢不出去了。


上述的打法,當接近IC80時,就要評估一下日本玩家會不會開戰。 當超過1937年3月以後,而且又達到IC80的目標後,就可以考慮暫時停手了。 因為在聯盟狀態下被日本宣戰,都易使中國無法加入同盟或軸心。

初期的戰略已經談得差不多了,開戰後的戰術又該如何呢? 如果在1937年3月以前開戰。 基本上,人海戰術的打法之前已經說過了,嚴守可登陸的臨海省份也特別提醒了。 戰線上最好能部署第一線和第二線的兵力,畢竟對付的可是玩家不是電腦。 玩家對玩家要包餃子蠻難的,只要兵力夠多,人海戰術運用得當,一般還是可以憑藉著數量上的優勢以及快速的回復組織度,慢慢向新京推進。 一旦併吞滿州國,就會有機會因為斷補而殲滅部分日本部隊。 如果發現進攻不利,至少人海戰術可以嚴守一段頗長的時間,往往是省份丟了拿回來,拿回來又丟。 日本會小心組織度不要過低,中國要小心不要被轟炸。

如果在1937年3月到6月才開戰,這是對日本最穩的開戰時機,因為中國還沒有統一,可能也還沒入同盟或軸心,而日本備戰則已經到可以打的程度。 不過如果中國玩家打軍閥很慢的話,或是完全不打,6、7月左右,備戰好了再對中國開戰,會更好,也能利用事件開戰。 這時中國的玩家要以防守為主,利用人海戰術最擅長的協同防禦來守備。 當然預備隊要夠多,從1937年起,就應該要大量造兵了。 最好中國的兵力數量是日本的兩倍以上的話,不是的話,就人海不起來了,當然其中會有不少的民兵師。 當然不能都生產民兵師,民兵師是先擋著用的,只能守不能攻。 如果可以當然以大量的步兵師為主,步兵師是所有陸軍同時期的兵種中,防禦最高的,不過由於為了扣異議值,加上要有錢做外交,1937年以前能造的步兵師實在不多。 還有,中國生產步兵師所需要的IC和日本沒有差很多,而民兵師才有特別少,所以中國爆民兵師會很快,爆步兵師,速度不會比日本快,除非IC比日本高。 因此,造兵要分配一下民兵師和步兵師的比例。 如果日本開戰時會有100支兵力,中國初期加上生產最好有200以上,大約要生產個60支。 這60支中民兵師要佔多少呢?要看有多少時間生產以及有多少IC。 基本80IC的話,其中60IC生產,從1937年開始生的話,1937年6月開打的話,民兵師可能要佔到一半。 總之,這要看玩家本身的情形而定,而且一定要學著從情報中分析未來的形勢,不能像玩單機一樣。 記得要生些指揮部,雖然在1940年以前,指揮部會輸日本一級,即36年對39年,但也不能沒有。 如果有機會,要想辦法入軸心或同盟,比如開戰時,只剩晉系和中華民國有聯盟關係,等晉系被滅了,就快快入那個拉關係很久的陣營。 因為對日本玩家來說,一定會趕快造足夠的轟炸機減少中華民國的部隊,攻擊機出現之後,中華民國的部隊更是會死傷慘重。 在開戰前造個幾架攔截機先硬碰硬來減少日本空軍的攻勢。 等入了軸心或同盟,就會有了其他國家空軍的支援,人海戰術在損失上會少很多。 當然日本玩家也會利用世界輿論操控來避免這種事的發生,這要看玩家如何應變。

海戰方面,大家都知道打不過,不過至少不會像對電腦一樣跑不掉。 雖然中華民國的海軍很差,不過至少還可以擔負護航運兵的能力,所以最好不要被擊沉,能跑就跑,反正日本玩家沒有電腦專用作弊衛星。 入軸心和同盟後,可以把船躲在盟國的領地內。 (其實我很不滿意中國海軍的設計,其實中國海軍在抗日發揮舉足輕重的地位,可惜知道的人不多。說實話,當時中國的海軍雖然號稱兩個艦隊,實際上兩個艦隊總共只有三十多艘軍艦而已,而日本的太平洋艦隊,分三個艦隊,擁有一百多艘軍艦。我們的兩艘旗艦是寧海和平海,才只有輕巡洋艦的等級,兩艦隊的主力是以炮艦為主力,日本光輕重巡洋艦就有三十艘了,兩軍根本沒得比。但松滬會戰中,中國海軍以自沉軍艦十多艘、民船近兩百艘的方式,居然在江陰就守了兩個多月。據說如果不是漢奸黃濬洩密,還能把日本海軍反鎖在長江裡面,結果居然被絡跑了。別忘了波蘭對德撐多久?兩個星期多!法國的馬其諾防線撐多久?是很久,不過德國從打荷比盧開始,只花一個月的時間,就佔領巴黎!芬蘭的曼納林防線撐多久?四個月!由於江陰失守,日軍可以從長江北攻上海,陸軍只好後撤,松滬會戰因此才只守了三個多月而結束,換上南京守衛戰登場。當然空軍也功不可沒,三百多架全用光了,兩個裝甲團也拼光了,當時中國最現代的軍力幾乎全在松滬會戰打完了。之後武漢會戰也是因為中國海軍全軍覆沒後,隔天武漢三鎮就失守了。海軍的重要性,由此可見。之後海軍並沒有消失,他們在軍艦沉沒之前,卸下船上的火炮,一部分的人成為後來陸軍火炮部隊的戰力,一部分的人成為兩棲特戰部隊的戰力,最大一部分的人成為長江的佈雷部隊,長江上隨時有可怕的水雷,阻滯日本海軍對長江的進攻。換言之,沒有中國海軍,也許八年抗戰時,日本海軍可以直接由長江直攻各個沿江都市,快速進逼重慶,中國很可能根本沒辦法後撤工業物資,也許連一年也撐不到了。可是在遊戲裡,中國海軍根本被日本海軍打假的,兩下就沒了。)

1938年開始,正常日本玩家會開始生產出山地師,而海陸師也正在研發中。 所以,在1938年以前能儘量把沒有聯盟的軍閥吞掉就吞掉,這樣才有足夠的IC值維持大量的36年師部隊生產,以加強沿海的守備。 可以的話,山地師也儘早研發生產。 當海陸師出現的話,中華民國也沒有和軍閥聯盟時,要小心日本強行登陸華中地區,以包圍南京斷補。 一旦這種戰術被日本成功的話,全面斷補就兵敗如山倒了。 華中地區的沿海絕對要放重兵守備。 這一年是中華民國要努力撐住的時期,只要撐下去,就有希望推日本下海。 1939年之後的情形隨每一次開局而不同,難以預料,就不談了。

與日本的作戰,在戰術上,一旦有絕對的優勢,就不用顧慮太多,儘量推日本下海,引發落日事件。 通常玩家會用運輸船把部隊接走,所以通常能殲滅的部隊不多。 只要打到這裡,就是隔海相望了。 在中國擁有足夠的實力和日本海軍對抗或是日本有足夠的實力和中國陸軍對抗前,兩者對望的局勢是不變的。

而對日本來說,打贏中國後,佔領的土地會有大量的游擊隊,這對原本就把許多TC用在海上運輸的日本來說是很慘痛的。 TC不足,會造成行軍速度減慢,組織度回復變慢。 就算用警備師來降,用處也不大,因為警備師也需要運輸補給。 在中國地區的兵力都要靠海上的運輸補給,運輸補給對日本來說佔很大的TC值。 因此,正常日本玩家會選擇邊打邊成立傀儡國,無論是從哪裡進攻。 日本玩家也會避免佔領南京和安陽,讓南京大屠殺事件和黃河決堤事件不發生。 至於工業後撤事件,我用的版本不會出現,所以我不清楚這事件是如何的。

如果打算放開沿海登陸點讓日本打進來,以開闢第二戰場的中國玩家;或是發生被日本突擊華南或華中地區,造成第二戰場的出現。 由於中國用人海戰術,通常預備隊會很多,很快就能圍堵日軍。 這主要的結果是擴大了和日軍的交戰線,是利是弊,要看兩國的兵力以及戰略目地而論。 如果還沒入同盟或軸心,最好是不要擴大戰線,因為會擴大日本玩家使用密接支援的機會,導致人力不斷損失。 別忘了是對玩家,電腦才能研發航程無限作弊準則,所以日本玩家是無法隨便轟炸中國沿海的。

在中國玩家加入同盟或軸心後,可以軍控他們和日本作戰,其中最主要的就是海軍大對戰了(不軍控的話,電腦只會派小貓來)。 由於是玩家對玩家,不像電腦擁有作弊專用衛星以及可研發完全解碼儀器,可以清楚知道偵測玩家海軍的位置。 因此,入軸心的可以放心用潛艦去偷偷干擾日本的補給運輸,而入同盟的,可以用英國海軍和日本正面作戰。 當然日本玩家也會干擾英國的補給運輸,但我想大家應該不會在意才對……。 除了破壞補給運輸外,海軍的打法主要在以大欺小,以多吃少的偷打戰法,因為一般主力對主力時,覺得會輸的玩家就會很快開溜。 此外,如果空軍有餘力,可以派些英國或德國的皇家空軍去轟炸沿海的海軍,這樣會干擾日本玩家的生產策略。 因為日本玩家就沒辦法全力生產陸軍和中華民國打,要開始考慮生產海軍了。 而英國陸軍也可以運過來幫打,德國則不行。 另外,中華民國也應該要開始考慮發展一些海軍,當然要先拿藍圖。 這是當然還是因為日本玩家不會知道中國玩家把海軍放在哪。 如果還在和日本打,我主觀會先以潛艦為主要研發的對象,這主因在於可以不斷的破壞日本的補給運輸,又不容易被擊沉,除非日本玩家也開始造驅逐艦來對應。 而正規的海軍還是慢慢來的好,等科研慢慢追上了再說吧。 至於學說要用哪個,當然是看入哪個陣營拿哪個藍圖囉! 所以,入軸心好還是同盟好,請玩家自行斟酌,各有優缺點的。

如果到1938年,日本玩家都沒有開戰,那應該要加入某個陣營換取藍圖,同時除了晉系外,應該要全部統一了,最好是連晉系也吞併了,但這種情形不太可能出現。 不過,這是因為以上所有內容都是針對日本和中國開戰而定的。 某些日本玩家也可能會選擇向同盟國開戰而不打中國,以早點取得殖民地的資源,那這種事就會發生。 如果是這樣的話,中國玩家就可以盡力完成統一,統一後則有很多方向可以走,請玩家自行發揮。

另外,間諜戰的部分我沒談,因為變數太大,沒辦法按時間順序說。 雖然間諜戰成功率不高,但基本上,我會說:有錢,就去玩。 畢竟,遊戲裡的金錢和資源,都是留著沒用的,囤積起來又不能幹嘛! 資源還有囤的價值,因為囤積起來是為了避免有萬一負成長時,能夠還有庫存的可以使用。 金錢本身正常只會零成長而已,沒有負的,除非有人故意把民生必需品向左拉。 因此,只要外交花剩的,我會建議就拿去玩間諜戰。 由於日本和中國都是玩家,兩邊最主要的打法通常是在安插間諜和殺間諜。 儘量不要讓間諜被殺光,這樣會完全沒有情報可以看,相當不妙的。 當然也要儘量殺光對手的間諜。 玩間諜戰對中華民國是有利的,因為中國要扣龐大的異議值,會生出相當多的錢。 不過中華民國的外交花費也很兇,所以在外交上能花越少錢,就表示越有本錢玩間諜戰。 正常要玩的話,日本是玩不贏中國的,尤其是選統一抗日戰線,因為走這條路的人,會省下很多邀請聯盟的費用,另外這條路的人會得到15的異議值,比兩頭下注的-5多出20,比逮補的10多5,扣光這些異議值又會拿到一堆錢。 中華民國的科研輸日本,IC通常也輸日本,除了人力資源和兵力數量上的優勢以及人海戰術的快速回復組織度優勢外,另外還可以靠的,就是間諜戰的優勢了。 如果成功安插接近10名間諜到日本(10名很難,因為玩家也會一直殺),一定要把握時機,無論是進行工業破壞還是暗殺內閣還是偷取藍圖還是造謠等等。 很難說哪個好,因為我主觀覺得都效益差不多,機率高的效果低花費少,效果好的機率低花費多,主要還是取決於部長的特色。 1936年的情報部長是陳立夫,優點在暗殺內閣、造謠和顛覆政權,可以從這三個下手。 顛覆政權太需要運氣了,雖然成功了會讓對手想哭,但很少人會去賭這個運氣,而且就算贏了,人家也會覺得是輸在運氣上而不是技術上。 暗殺內閣雖然也不太容易成功,但還是有一定機會,扔個上千元就有希望成功了。 由於中國的錢也還沒有多到可以海淹的地步,所以如果要殺的話,在初期要鎖定好一個最想殺掉的對象就好。 至於要殺誰,請用edit先摸一下日本部長的底細吧!還要注意不能有同能力的人可以換喔!比如1936年殺了陸軍總司令杉山元,結果1937年又有一個能力一樣的今井武夫可以換上來,那就是浪費錢了。 通常比較多人肯用的是造謠,可以提高日本的異議值,降日本的IC以及降低他們進攻的戰力。 總之,有錢就用吧!錢放著也沒用,不過也不要花到外交沒錢可用就是了。

情報戰在玩家對玩家也非常重要。 通常日本玩家會盡早研發基本解碼儀器,而中國玩家還沒辦法研發基本編碼儀器,所以兵力數量會被看得一清二楚。 這也是為何要快一點升到五個科研組的原因。 注意對手的科研和生兵情形是很重要的,比如看他們是否開始研發海陸師、攻擊機等等,有的話,就要有應付之道。 此外也應注意對手的國策改動,可以預估對手對未來的打算。 這些情報是用來決定之前說的各種打法,要選哪一種的基礎。

還有在戰鬥上,如何加速將領經驗值的累積速度呢? 版上說過的,我就不再說了,少將1,中將2/3,上將1/3,元師1/9。 用edit看將領的理想軍銜,據說將領的軍銜在理想軍銜時會再快一點,不過我感覺不出來。 這裡只說版友比較少提到的。 經驗值的累積和戰鬥時的進攻次數是有關的,也就是說,進攻次數越多,不管是因為兵種的關係還是戰鬥時間長的關係,經驗值就累積越多。 兵種上寫的裝甲攻擊和非裝甲攻擊,指的是一次戰鬥的攻擊次數,不是攻擊強度。 當一個少將帶9個師會比只帶一個師累積速度快很多,雖然會有八個師超過指揮上限會有懲罰,但這是一個非常好練的方法。 比如要打敵人某一省份的兩個步兵師,在不影響戰局的情形下,可以叫一個少將帶九個師去打他,會升比較快。 當然有的人會想說叫一個元師帶一個步兵師陪他打,但這樣因為沒有懲罰的關係,敵人一下就輸了,反而沒練到。 很多人覺得元師很難練,其實可以用這個方法練,比如要打28個師,帶一個指揮部配40個師打,超過16師有懲罰,但會練比較快。 要記得懲罰是-75%,比如上個例子,24個師和24個師對抗,因為有指揮部,假設會贏,敵人多4個師,我們就要多16個師,因為16╳25%=4。(這裡沒有算入地形和天候,正常要更多兵才打得下來,這裡是假設進攻和防禦效率是一樣的) 這個練法的目的就在於我們增加攻擊次數,但減少攻擊的威力,讓將領可以依攻擊次數練經驗。 前提是不影響戰局,不要組織度掉光了,馬上被敵人打得連滾帶爬。 這個缺點是這會磨掉很多的組織度,但別忘了,中華民國是人海戰術,組織度?別緊張!很快就回來的。 中國初期由於要吞軍閥,軍閥很多實力不強,可以用這個方法練經驗,不過會拖時間就是了,要小心不要玩過頭,吞太慢,讓日本先備戰完畢。 和日本打了之後,別告訴我中國的將領好難練,打人海戰術練經驗超快,因為要一直磨敵人的組織度,打一休二,省份佔了又丟,丟了又佔,別說很難練,我覺得中華民國的將領超好練。 反而德軍的兵太優了,兩三下就打敗敵人,將領經驗都只拿一點點,難怪初始技能值就給得多。 另外,也可以利用兵種特性和地形來加速,比如機械化步兵師的非裝甲攻擊高,去打在山地的步兵師,會比用山地師打,升得快一些。 這也是利用攻擊次數多,但攻擊效率低的方法來練的。

最後,國策的調動請看版上的精華,部長的選擇請玩家用edit自行研究,訊息設置請自行更改。 畢竟國策的影響還算不大就是了,部長的選擇把資料看通就會選了。 至於訊息設置蠻重要的,我很不滿意預設的,常常會有訊息只通知在遊戲日誌裡,容易漏掉。 所以要依自己的習慣和重要性來修改,以免部隊到了目的還不知道,或是海軍被轟炸了還沒發現等等。

以上謹供參考,因為版本不同或電腦IA難度不同,可能會有些變化。 請自行斟酌。

Napoleon

The Wars of Napoleon is a modification for Hearts of Iron 2 that is still in its early development stage. It focuses on a rebuilding of the Revolutionary and Napoleonic Wars.

You can visit the project's forums and contribute.

Campaigns and Battle Scenarios

Campaigns

Battle Scenarios

Not much work has yet been done on this. Possible battle scenarios to include would be:

External links:

National Security

An overview of what various nations would consider tolerable international conduct, 1936-41.

Spheres of Interest

The following were the approximate spheres of interest of the various nations. Interfering in a sphere of interest would have caused anything from alarm to a declaration of war depending on the relative power of the interferer and the extent of their action.

Great Britain - most of the world, barring perhaps Mongolia/ Tannu Tuva /Siberia/Xinjiang.

France - countries neighboring French territories, Central & Eastern Europe.

Germany - countries neighboring German territories, Europe.

Italy - countries neighboring Italian territories, Mediterranean.

USSR - countries neighboring USSR.

Japan - countries neighboring Japanese territories, East and Southeast Asia.

USA - Americas, Greenland, Philippines, eastern China, Southeast Asia.

China - territories composing former Chinese Empire, including Manchuria, Mongolia, Tannu Tuva , Xinjiang, and Tibet.

Small countries - immediate neighbors.

Note that only Japan, USSR, and other warlords would have been likely to intervene against moves by Chinese warlords or Tibet. Pre-1937, Japan intervened in the Northeast south to Shanghai and west into Inner Mongolia. From the 1930s to 1954, the USSR interfered in Xinjiang and involved itself in Mongolia's border disputes with China and Manchukuo. Britain was the other major intervener in China, but avoided confrontation except when its concessions were threatened.

Spheres of Influence

The following were the approximate spheres of influence of the various nations. Interfering in a sphere of influence would have led to a warning followed by a declaration of war in most cases.

Great Britain - the Americas & Greenland (in support of the US), Iceland, Ireland, Belgium, Holland, Norway, Denmark, France, Spain, Portugal, Egypt, South Africa, the Middle East (might have accepted a Saudi invasion of Yemen), Iran, Afghanistan?, Thailand (esp. Kra isthmus), Dutch East Indies, Australia, NZ.

USSR - Eastern Europe, Turkey?, Iran?, Afghanistan?, Mongolia.

Japan - Manchuria.

USA - Americas, Greenland, Philippines.

British Naval Security

A transport loaded with troops and headed into the Atlantic, or in the general direction of a British colony, would have been intercepted and stopped by the Royal Navy.

For instance, in February/March 1941, British colonial governments were advised to authorise military counter measures if the Japanese were to move into Thailand west of 100°E or south of 10°N or their warships were to move towards the Kra isthmus or cross the 6°N parallel between Malaya and Borneo. [1]

The Monroe Doctrine and Western Hemispheric Security

US isolationism was a policy that essentially only applied to wars outside the Americas. Were a foreign imperial power to attempt to assert control over a part of the Western Hemisphere (including Greenland), the US would almost certainly respond militarily and with the support of other American states. In such a case, the British would probably also join in support.

Likewise, if one Latin American state were to attempt to conquer another, that state would have been met by an alliance of US-backed neighbors. The forming of coalitions to block expansionism was a constant feature of Latin America after independence. Since the late 19th century, coalition wars were replaced by US intervention and insistence on mediating over border disputes. The sentiment for isolationism did not contradict this - while avoiding World War I, for example, the US sent military expeditions to Mexico, Nicaragua, Haiti, and the Dominican Republic. Although interventionism was renounced in the Good Neighbor Policy of 1933, this policy in itself was aimed to reduce Latin American resentment and help unify the hemisphere in the face of potential foreign aggression.

The Soviet Union

The Soviet Union vs Germany

The Soviet Union would never have surrendered. Compare Stalin with Lenin and Chiang Kaishek. Despite unbelievable reverses in the Russian Civil War (Lenin) and the Sino-Japanese War (Chiang), both of these leaders fought on. Stalin was arguably more ferocious than either of these two and his USSR had more to lose. Lenin was facing the defeat of his revolution; Chiang, the recognition of puppet states; whereas Stalin was looking at the potential enslavement and extermination of his people.

The best peace terms that Germany could have got, without the war to the death that Hitler wanted, would probably have been something akin to Brest-Litovsk where the USSR acknowledged the "independence" of the non-Russian SRs. Lenin only accepted the terms of Brest-Litovsk because he had no army, and even then it was deeply unpopular. It seems unlikely that Hitler would have accepted a Brest-Litovsk prior to Stalingrad (if then) or that Stalin would have agreed to one after then.

There is simply no way that a Soviet leader would have accepted a western border at the Urals so long as they held territory to the west. They had all fought in the Civil War and knew the near-impossibility of reconquering Russia from Siberia.

The Soviet Far East

Siberia and the Far East, on the other hand, were more expendable. If a combined east-west offensive imperiled the existence of the USSR, it would probably have opted to cede large territories in the east until it could consolidate its hold on the west (similar to what happened in the Russian Civil War).

Depending on the composition of the invaders, such cessions might have included a combination of the following: "returning" Outer Manchuria and Vladivostok to Manchukuo, North Sakhalin to Japan, part of central Asia to Xinjiang, recognising the "independence" of a Far Eastern republic extending from Irkutsk or Baikal to perhaps Kamchatka and Chukotsk, recognising an "independent" Yakutia, and/or accepting Japanese influence over an enlarged Mongolia (Inner, Outer, Tannu Tuva , ...?). Historically, a few of these cessions would probably have been enough to satisfy Japan. It's main aim was to protect the home islands and Manchuria - once a suitable buffer had been established, it would probably have been more interested in preserving a weakened but independent Russia than in conquering Siberia.

Integrity of China

Tibet, Xinjiang, Tannu Tuva , Mongolia, and Manchuria were considered integral parts of China by both the KMT and the CCP. While a Great Power might have intervened in these areas without creating a war with China, any such act would have resulted in Chinese resentment (and probable denouncement by the US).

Southeast Asia

In 1922, Japan guaranteed the inviolability of the Dutch East Indies as part of a general agreement with the US, Britain, France and Holland to maintain the status quo in Southeast Asia.

US Attitude

With the exception of granting colonies independence, the US frowned upon any attempts to alter the 1922 status quo. Even the perfectly reasonable attempt by Siam to renegotiate its borders with [Vichy] French Indochina was met with unflinching US opposition, even though the British made efforts to persuade them otherwise.

Despite this attitude, the US refused to make any solid security guarantees to either the British or the Dutch. By July 1941, in the wake of Barbarossa, the US decided it would would respond to the next overt Japanese act with an economic embargo. This overt act was to be the Japanese push into southern Indochina later that month.

The Japanese move into Southern Indochina and the US Embargo

On July 23, Vichy permitted Japan to establish naval and air bases in Southern Indochina (troops began landing on July 28 - prior to this Japanese control did not extend south of Hanoi on the game map (an important historical detail that HOI2 ignores)). On July 26, FDR responded by freezing Japanese assets in the US. On August 17, the Japanese were told that if they took further steps toward military domination of their neighbors, the US would do whatever it deemed necessary to safeguard US interests. On December 3, FDR commented to the British that a Japanese attack on the Dutch East Indies would be easy to present to the US public as a threat to encircle the Philippines. This was enough to instill confidence in the British that America would join them in coming to Dutch aid if the East Indies were invaded.

The US response to Japan's move into southern Indochina was rather severe given that Japan was already in the north and the deployment of its troops south met no French resistance (indeed, the US acted before Japan actually moved in). This suggests that any further major act of aggression on Japan's part would have been met by war with the US. That realisation, plus the impact of the embargo, may have been instrumental in determining that Japan's next attack would fall on Pearl Harbor rather than Vladivostok (as British intelligence had believed in July).

Footnotes

  1. Tarling, Nicholas (1996). Britain, Southeast Asia and the onset of the Pacific war . Cambridge University Press. p. 225. ISBN 0-521-55346-6.

Nationalist China

Overview

In 1936, China faces many challenges. Among them, internal corruption and cronyism, the communist threat, and perhaps the most dangerous of all, the Japanese. However, China in 1936 has a huge potential for success, and it all depends on how you play it. Unfortunately, China is imperfectly modeled in the game, with some critical end game events missing (e.g. after the defeat of the Japanese, etc). Thus, players should consider using the China_Improvement_Pack .

Technology

Nationalist China begins the game severely behind technologically. In addition, war will begin very early for China, which means that early technology research is critical. Early Infantry (1936), Rear Area Supply (strategic deployments), and a land doctrine are very important early research goals in order to have a reasonably capable military power. Grand battleplan doctrine is an excellent choice for land doctrines. It eventually maximizes the efficiency of the hordes of infantry that you are going to possess and fits in with your two land doctrine research teams. Also you can perhaps steal some blueprints from Japan which you should constantly try if your bankroll allows it. The German General von Falkenhausen is important to use early in the game, as he will leave China in February 1938 during the war with Japan. He'll complete anything he's still working on when you get the recall event, and then leave, so keep him busy as much as you can.

If you aim for maritime power, go for carrier warfare! Again you can steal blueprints and your aerial research teams are at least better at researching carriers than your maritime research team is at researching battleships. Also you can upgrade the air groups and with your absurdely slow research progress that's a lot faster than researching and building new models to keep up with your competition.

If you play with tech team takeover, then you obviously have some more options. Decent research teams are to be found in Mengkukuo, Manchukuo, Communist China, Siam and both of the possible Koreas (and of course Japan, but you already need some progress to even get to them). Especially Manchukuo and Korea are interesting since they are relatively easy to get to and provide teams for your most important weaknesses: Navy and Naval doctrine research. The rest of the chinese warlords have even crappier teams than you do.

Diplomacy

Alliances

The first alliance Nationalist China can create is the United Front. After the defeat of Japan, the United Front will likely be dispersed. China is open to various options, including joining the Allies, Axis or Comintern. Generally, an Axis alliance is the most sensible, since advances against the Soviet Union and Allies are on China's doorstep.

Sliders

The free slider moves China receives depend on selections made during events. Assuming historical events, by 1937, China will receive the following:

For ideological reasons, China cannot move to maximum Free Market, but receives considerable benefits from the current position. It is however fairly easy to maximize Free Market:

Ministers

Nationalist China's starting ministers are quite poor, and worse yet, cannot be changed. In 1937, new ministers come available: Armaments Minister: Bai Chongxi provides +5% IC, and +10% industrial research Minister of Security: Walther Stennes requires +5% consumer goods need, but this is better than the -3% IC penalty Chen Guofu provides. In 1939, Head of Intelligence He Yaozu becomes available (IC +5%). Additional Chiefs of Staff also come available, including Jiang Baili (+20% Org regain) and Bai Jchongxi (Manpower growth +25%)

Intelligence

China will produce a considerable amount of money due to constant dissent levels that need to be paid down. This money could help some steal blueprint actions.

Economy

China has a relatively strong economy for a regional power.

Trading

China has a fairly severe lack of resources, including energy, rares, and metal.

Industrial Production

Early industrial production as China is not wise, since the war with Japan will begin in just 18 months from the beginning of the game.

Military

Army

The backbone of the Nationalist China army is infantry and militia .

Navy

China will not be able to build any Navy until Japan has been defeated.

Air Force

China will not be able to build any Air Force until Japan has been defeated. After that, a single specialization (TAC, for example) is possible.

Events

Nationalist China has a large number of events.

The Xi'an Incident

On March 30, 1936 (the date may vary), Nationalist China will have a very important event:

Based on dissent and slider moves, making promises and hedging bets is the best move. While early war may be a preferred strategy by some players, choosing the "Make promises" options does not preclude declaring war at a later time when China is better prepared and more organized.

Pitman Act

Shortly after the beginning of the war with Japan, the USA will decide if it will send aide to China. If it does, China will have the option to accept the aide (1 Hawk move and a new tech team) versus declining (1 dove move). The choice is obvious. Random "lend-lease" caravans will arrive that improve Chinese base IC by +6.

Forging the United Front

If Nationalist China follows historical events and does not engage in early war mongering, days after the Japanese declaration of war, this event will fire:

The United Front allows Nationalist China to gain military control over her neighbors, in order to better deploy their forces.

Transfer Industry to the Interior

China is able to move its industrial base to the interior of the country, protecting it better from Japanese aggression. This move provides a Hawk bonus, and increased metal and rares production.

Operation Zet

Shortly after the onset of the war, the Soviet Union will choose whether or not to send assistance to Nationalist China. China recieves an airbase upgrade, a TAC, an INT, 1 hawk move, and 1000 supplies. Refusing results in 1 dove move. The choice is obvious.

Recall of German Mission

In the Spring of 1939, this event will fire at Japan's request to Germany. China will not be presented a choice, and will loose their German tech team von Falkenhausen and the General von Falkenhausen. At this point there might be an event screw-up. Even if you already annexed Manchukuo, the event will fire and Japan will seek recognition for a state that doesn't exist on territory they don't control. The only remedy is hacking the japanese, german or nationalist chinese event file.

War

Communist China

Nationalist China begins the game at war with Communist China. In HOI2, Communist China was very weak, and easy to defeat. Beginning in Doomsday, however, Communist China is much stronger, and will make gains in early fighting. Significant gains against Communist China will be difficult until Nationalist China can upgrade its infantry to 1936 (fall/winter of 1936). At times Communist China will leave Xingjiang weakly defended, and if you can seize this province Communist China may offer it along with Pingliang in a peace settlement, if this is done before the Guanxi clique war commences in the summer. Generally, however, the war with the Communists will end by April due to the Xi'an event.

Guangxi

In the summer of 1936, the Guangxi Clique will declare war on Nationalist China assuming China did not forge the united front in the Xi'an incident. Making significant gains against them is not difficult, so long as the entire Chinese army is dedicated to the war effort, and 1936 infantry has been researched and upgraded. After a few victories, offering peace through an event is possible, and China has two options:

Japan

The most important war in the game for China is the war with Japan. It begins in June or July, 1937, with the Macro Polo Bridge Incident. China will gain 1 move to Closed society, and 1 move to Hawk. If China did not engage in early warmongering, an event to forge the United Front will fire, with all warlords becoming allies. Although their troops are very poor, 1918 infantry, they can help bolster defensive lines when under military control.

China's first goal in the war is purely defensive: survive the Japanese offensive. Every Chinese beach must be guarded by a 3 division stack of soldiers (2 infantry and 1 militia - on normal difficulty or lower 1 infantry and 2 militia will suffice) in order to protect against Japanese amphibious assaults. Depending on game version and gameplay, a defensive war could last as long as 2 years, before China will have produced enough raw manpower to begin counterattacking the Japanese. Shanxi provides a decent buffer zone between China and the advancing Japanese military. A natural defensive line formed by the Yellow River (between Yucheng and Jinan provinces) is an excellent last resort defensive line. If Japan manages to conquer Anyang China will be presented the choice to flood the area (reducing infrastructure and industry along the Yellow River). Either way China will get 1 dissent. Generally, this is not a good option since it hurts China in the long run.

A minimum of 2 HQ units will be necessary in order for China to conduct successful offensive operations. When China is ready for an offensive campaign, it may be wise to allow Japan to annex Shanxi: this ensures all capture territories in Mengchucko and Marchuria fall under Nationalist China's control, and provides a land link between these national provinces. If the war lasts long enough, Germany will create Vichy France in the summer of 1940, which will cause Japan to demand, and very likely receive, Indo-china. This will open up a Southern Front of attack for Japan, which it will successfully exploit if allowed.

The Fading Sun

In HOI2, defeating the Japanese army was relatively easy, and could be accomplished in a few months after the onset of war. Beginning in Doomsday, the Japanese army became incrementally more powerful over patch versions. In Armageddon, the Japanese AI became quite strong, and the war can fairly easily last 4-5 years. China's main goal is the annexation of Manchuria, and pushing the Japanese completely out of Korea. With this accomplished, "The Fading Sun" event will fire. Nationalist China has to be in possession of Nanjing, Beiping, Mukden, Harbin, Pyongyang, Seoul and Busan. Then the event has a 50% chance to fire every 10 days. There are a few screw-ups in the event files. For example if you defended Shanxi and they are in possession of Beiping, the "fading sun" will not fire, since you are not in possession of Beiping and you cannot leave the alliance to kill off Shanxi since you are at war. Another example is if the japanese conquer anything they are not supposed to (communist china for instance, or if Mengkukuo is never created and thus cannot be annexed). It won't be handed over to you per event, thus creating japanese enclaves in the middle of the chinese mainland. Apparently including it in the event has been forgotten, since every other warlord is included in the event files. If you play with tech team takeover, you might want to delay annexation of Manchuria and the "fading sun" until the start of 1939. It'll give you a good naval and aerial doctrine research team - things that you could really use. Also you can change your ministers at will and erase the resulting dissent with the "fading sun". These are your options:

Civil War Resumes

The Chinese Civil War will return, by event, only if the Japanese were defeated on their homeland by the Allies and/or USSR. The Fading Sun event, in itself, will not cause a return of the Chinese Civil War. Technically, Japan must receive event 43, and then become a USA puppet in event 45. That will then fire event 99, where Communist China can decide to continue the Civil War. Alternatively, Nationalist China can remove all its allies and puppets, and DOW them individually to unify China properly. If you feel up to the task (which you should after defeating Japan), you can also remove your puppets and leave the alliance yourself and take them on alltogether. You'll only require one DOW this way to annex all the warlords with the exception of Tibet. A nice bonus for this would be the communist and korean techteams (if you play with techteam takeover).


USSR

After defeating Japan and unifying China, the USSR is an enticing target: it will not require a Navy, and plays to China's main strength: its land forces. The Soviet Union is most vulnerable immediately after the German declaration of war. In HOI2, the Soviet Union will be ridiculously easy to defeat. In Doomsday and ARMA, the Soviet Union will be more challenging, but still fairly easy. The key in these game versions is to not join the Axis, as that will seriously impair German's fighting ability. China will need to capture key Soviet provinces such as Baku, Stalingrad, or Sverdlovsk to avoid the Bitter Peace event, in which China would loose all of its gains!

Nationalist China

Overview

In 1936, China faces many challenges. Among them, internal corruption and cronyism, the communist threat, and perhaps the most dangerous of all, the Japanese. However, China in 1936 has a huge potential for success, and it all depends on how you play it. Unfortunately, China is imperfectly modeled in the game, with some critical end game events missing (e.g. after the defeat of the Japanese, etc). Thus, players should consider using the China_Improvement_Pack .

Technology

Nationalist China begins the game severely behind technologically. In addition, war will begin very early for China, which means that early technology research is critical. Early Infantry (1936), Rear Area Supply (strategic deployments), and a land doctrine are very important early research goals in order to have a reasonably capable military power. Grand battleplan doctrine is an excellent choice for land doctrines. It eventually maximizes the efficiency of the hordes of infantry that you are going to possess and fits in with your two land doctrine research teams. Also you can perhaps steal some blueprints from Japan which you should constantly try if your bankroll allows it. The German General von Falkenhausen is important to use early in the game, as he will leave China in February 1938 during the war with Japan. He'll complete anything he's still working on when you get the recall event, and then leave, so keep him busy as much as you can.

If you aim for maritime power, go for carrier warfare! Again you can steal blueprints and your aerial research teams are at least better at researching carriers than your maritime research team is at researching battleships. Also you can upgrade the air groups and with your absurdely slow research progress that's a lot faster than researching and building new models to keep up with your competition.

If you play with tech team takeover, then you obviously have some more options. Decent research teams are to be found in Mengkukuo, Manchukuo, Communist China, Siam and both of the possible Koreas (and of course Japan, but you already need some progress to even get to them). Especially Manchukuo and Korea are interesting since they are relatively easy to get to and provide teams for your most important weaknesses: Navy and Naval doctrine research. The rest of the chinese warlords have even crappier teams than you do.

Diplomacy

Alliances

The first alliance Nationalist China can create is the United Front. After the defeat of Japan, the United Front will likely be dispersed. China is open to various options, including joining the Allies, Axis or Comintern. Generally, an Axis alliance is the most sensible, since advances against the Soviet Union and Allies are on China's doorstep.

Sliders

The free slider moves China receives depend on selections made during events. Assuming historical events, by 1937, China will receive the following:

For ideological reasons, China cannot move to maximum Free Market, but receives considerable benefits from the current position. It is however fairly easy to maximize Free Market:

Ministers

Nationalist China's starting ministers are quite poor, and worse yet, cannot be changed. In 1937, new ministers come available: Armaments Minister: Bai Chongxi provides +5% IC, and +10% industrial research Minister of Security: Walther Stennes requires +5% consumer goods need, but this is better than the -3% IC penalty Chen Guofu provides. In 1939, Head of Intelligence He Yaozu becomes available (IC +5%). Additional Chiefs of Staff also come available, including Jiang Baili (+20% Org regain) and Bai Jchongxi (Manpower growth +25%)

Intelligence

China will produce a considerable amount of money due to constant dissent levels that need to be paid down. This money could help some steal blueprint actions.

Economy

China has a relatively strong economy for a regional power.

Trading

China has a fairly severe lack of resources, including energy, rares, and metal.

Industrial Production

Early industrial production as China is not wise, since the war with Japan will begin in just 18 months from the beginning of the game.

Military

Army

The backbone of the Nationalist China army is infantry and militia .

Navy

China will not be able to build any Navy until Japan has been defeated.

Air Force

China will not be able to build any Air Force until Japan has been defeated. After that, a single specialization (TAC, for example) is possible.

Events

Nationalist China has a large number of events.

The Xi'an Incident

On March 30, 1936 (the date may vary), Nationalist China will have a very important event:

Based on dissent and slider moves, making promises and hedging bets is the best move. While early war may be a preferred strategy by some players, choosing the "Make promises" options does not preclude declaring war at a later time when China is better prepared and more organized.

Pitman Act

Shortly after the beginning of the war with Japan, the USA will decide if it will send aide to China. If it does, China will have the option to accept the aide (1 Hawk move and a new tech team) versus declining (1 dove move). The choice is obvious. Random "lend-lease" caravans will arrive that improve Chinese base IC by +6.

Forging the United Front

If Nationalist China follows historical events and does not engage in early war mongering, days after the Japanese declaration of war, this event will fire:

The United Front allows Nationalist China to gain military control over her neighbors, in order to better deploy their forces.

Transfer Industry to the Interior

China is able to move its industrial base to the interior of the country, protecting it better from Japanese aggression. This move provides a Hawk bonus, and increased metal and rares production.

Operation Zet

Shortly after the onset of the war, the Soviet Union will choose whether or not to send assistance to Nationalist China. China recieves an airbase upgrade, a TAC, an INT, 1 hawk move, and 1000 supplies. Refusing results in 1 dove move. The choice is obvious.

Recall of German Mission

In the Spring of 1939, this event will fire at Japan's request to Germany. China will not be presented a choice, and will loose their German tech team von Falkenhausen and the General von Falkenhausen. At this point there might be an event screw-up. Even if you already annexed Manchukuo, the event will fire and Japan will seek recognition for a state that doesn't exist on territory they don't control. The only remedy is hacking the japanese, german or nationalist chinese event file.

War

Communist China

Nationalist China begins the game at war with Communist China. In HOI2, Communist China was very weak, and easy to defeat. Beginning in Doomsday, however, Communist China is much stronger, and will make gains in early fighting. Significant gains against Communist China will be difficult until Nationalist China can upgrade its infantry to 1936 (fall/winter of 1936). At times Communist China will leave Xingjiang weakly defended, and if you can seize this province Communist China may offer it along with Pingliang in a peace settlement, if this is done before the Guanxi clique war commences in the summer. Generally, however, the war with the Communists will end by April due to the Xi'an event.

Guangxi

In the summer of 1936, the Guangxi Clique will declare war on Nationalist China assuming China did not forge the united front in the Xi'an incident. Making significant gains against them is not difficult, so long as the entire Chinese army is dedicated to the war effort, and 1936 infantry has been researched and upgraded. After a few victories, offering peace through an event is possible, and China has two options:

Japan

The most important war in the game for China is the war with Japan. It begins in June or July, 1937, with the Macro Polo Bridge Incident. China will gain 1 move to Closed society, and 1 move to Hawk. If China did not engage in early warmongering, an event to forge the United Front will fire, with all warlords becoming allies. Although their troops are very poor, 1918 infantry, they can help bolster defensive lines when under military control.

China's first goal in the war is purely defensive: survive the Japanese offensive. Every Chinese beach must be guarded by a 3 division stack of soldiers (2 infantry and 1 militia - on normal difficulty or lower 1 infantry and 2 militia will suffice) in order to protect against Japanese amphibious assaults. Depending on game version and gameplay, a defensive war could last as long as 2 years, before China will have produced enough raw manpower to begin counterattacking the Japanese. Shanxi provides a decent buffer zone between China and the advancing Japanese military. A natural defensive line formed by the Yellow River (between Yucheng and Jinan provinces) is an excellent last resort defensive line. If Japan manages to conquer Anyang China will be presented the choice to flood the area (reducing infrastructure and industry along the Yellow River). Either way China will get 1 dissent. Generally, this is not a good option since it hurts China in the long run.

A minimum of 2 HQ units will be necessary in order for China to conduct successful offensive operations. When China is ready for an offensive campaign, it may be wise to allow Japan to annex Shanxi: this ensures all capture territories in Mengchucko and Marchuria fall under Nationalist China's control, and provides a land link between these national provinces. If the war lasts long enough, Germany will create Vichy France in the summer of 1940, which will cause Japan to demand, and very likely receive, Indo-china. This will open up a Southern Front of attack for Japan, which it will successfully exploit if allowed.

The Fading Sun

In HOI2, defeating the Japanese army was relatively easy, and could be accomplished in a few months after the onset of war. Beginning in Doomsday, the Japanese army became incrementally more powerful over patch versions. In Armageddon, the Japanese AI became quite strong, and the war can fairly easily last 4-5 years. China's main goal is the annexation of Manchuria, and pushing the Japanese completely out of Korea. With this accomplished, "The Fading Sun" event will fire. Nationalist China has to be in possession of Nanjing, Beiping, Mukden, Harbin, Pyongyang, Seoul and Busan. Then the event has a 50% chance to fire every 10 days. There are a few screw-ups in the event files. For example if you defended Shanxi and they are in possession of Beiping, the "fading sun" will not fire, since you are not in possession of Beiping and you cannot leave the alliance to kill off Shanxi since you are at war. Another example is if the japanese conquer anything they are not supposed to (communist china for instance, or if Mengkukuo is never created and thus cannot be annexed). It won't be handed over to you per event, thus creating japanese enclaves in the middle of the chinese mainland. Apparently including it in the event has been forgotten, since every other warlord is included in the event files. If you play with tech team takeover, you might want to delay annexation of Manchuria and the "fading sun" until the start of 1939. It'll give you a good naval and aerial doctrine research team - things that you could really use. Also you can change your ministers at will and erase the resulting dissent with the "fading sun". These are your options:

Civil War Resumes

The Chinese Civil War will return, by event, only if the Japanese were defeated on their homeland by the Allies and/or USSR. The Fading Sun event, in itself, will not cause a return of the Chinese Civil War. Technically, Japan must receive event 43, and then become a USA puppet in event 45. That will then fire event 99, where Communist China can decide to continue the Civil War. Alternatively, Nationalist China can remove all its allies and puppets, and DOW them individually to unify China properly. If you feel up to the task (which you should after defeating Japan), you can also remove your puppets and leave the alliance yourself and take them on alltogether. You'll only require one DOW this way to annex all the warlords with the exception of Tibet. A nice bonus for this would be the communist and korean techteams (if you play with techteam takeover).


USSR

After defeating Japan and unifying China, the USSR is an enticing target: it will not require a Navy, and plays to China's main strength: its land forces. The Soviet Union is most vulnerable immediately after the German declaration of war. In HOI2, the Soviet Union will be ridiculously easy to defeat. In Doomsday and ARMA, the Soviet Union will be more challenging, but still fairly easy. The key in these game versions is to not join the Axis, as that will seriously impair German's fighting ability. China will need to capture key Soviet provinces such as Baku, Stalingrad, or Sverdlovsk to avoid the Bitter Peace event, in which China would loose all of its gains!

Nationalist Spain

Starter

Spain is a fun minor to mess around with, but doesn’t have a whole lot going for it save for its location! This very humble preview is meant to get some semblance of a starter guide going, if for nothing else than to introduce players to a minor nation that can have an impact on the game.

Nationalist Spain has little IC, poor infrastructure, an outdated army and navy and virtually no air force, and has a shortage of resources. Additionally you have to beat the Republicans in the Spanish Civil war (unless you play another scenario). Clearly it's a weak minor to play, but it can be fun, challenging, and boring. This intro isn't meant to provide a WC guide to Spain, I personally picked up Spain after playing a lot of the other major nations, and I eked out another 20 or so quality gaming hours from HOI2 as a result of the endeavor.

If you're bored with the other majors and want to play a different kind of game, one that mainly supports the Axis and the AI then Spain is a good choice. If you want to dominate and demolish, well, Spain isn't really for you.

1936 Scenario Civil War

I played as Luxemburg until the civil war event pops up on July 18, 1936. I have noticed that 75% of the time the province split gives the Nationalists Seville, Madrid, and Barcelona. The other 25% of the time the Republicans get Madrid and a large portion of southern Spain, and you get Seville and its immediate western province. In this latter scenario I found the Republicans to be in a stronger position only because you need to encircle Madrid to cut off supply to the other armies. That entails taking lower infrastructure provinces to which the AI will often automatically deploy. Pick your poison, my goal was to win the Civil War as fast as possible and get the Nationalist government up and running. If you get the harder province split and want to have a go, kudos to you, and more experience for your generals.

So you save and reload as the Nationalists, and you get the Spanish fascism event that gives you some militia and an infantry unit in Seville. Split them up and start moving north to get a land connection to your capital. Remember to set up a supply convoy from La Coruna to Seville in the interim. You will notice your TC is red and you have few units; look at your deployment queue to find more units that become available on July 25. Sometimes these vary, but you will mostly have infantry, militia and maybe a tank division or cavalry. I honestly have never checked the AI files so I don’t know if it’s random, or if it's me.

You now are at the mercy of the AI and this is where we employ a gamey tactic. Sometimes Germany and Italy won't support Franco, and in that case you're pretty much screwed as you need the Condor Legion, its tactical bomber, and the Italians to really tackle the Republicans. Not to mention that sometimes France and England will support the Republicans and often that leads to a harder road. I am pretty sure that if France or England support the Republicans they get infantry. I don't know for sure as in my five tests of the event, France and England supported the Republicans the one time Germany and Italy did not support Franco. Are they linked? I don't know, but save and reload if it happens. Yes it's gamey but the point is to get Nationalist Spain up and running.

Once the events occur you want to go hard and fast at Guadalajara and Murcia which are the primary VP provinces remaining (assuming you got the favorable split and got Madrid, Seville and Barcelona.). I can't remember the other VP province in the south, but for the most part it seems that the AI reinforces Murcia and Guadalajara. Make sure that you allow the Republicans an escape to a non-VP province. Why? When you annex the Republicans you get all their units!

It isn't complicated to pull this off, just make sure you don't destroy the Republican units. They may not seem like much now, but you want those infantry divisions or you will have to build them yourself. At this point you need to assign your leaders to your divisions. You don't have a lot, but the experience gained in the Civil War will allow for some major generals to gain enough experience for promotion. The leaders aren't spectacular, but you have a few with offensive doctrine, one tank buster, and one panzer general. Get them in the fight. The experience you gain here with your leaders will make your small army more efficient later for your larger opponents.

When fighting the Republicans you will loose some of the battles as you are using militia, but in the end you should be able to annex by September 1. Just remember, let them have a non-VP province to retreat to! Now here is an admission: I tweaked the .csv files to give myself a slight bump in IC in a few key provinces so that I would have over 40 IC when I annexed the Republicans. Yes it's a cheat, but it's not like you're playing Germany, right? Do it, get the 3rd research slot.

The Spanish Civil War isn't a complex operation, so if you have played HOI2 before you should be able to handle it efficiently. Just remember to assign your leaders and get them experience. Even replace the German and Italian commanders, particularly with the TAC division. You only get 1 tank buster general with Spain, and if you are a proponent of air support for your offensive military operations (how can you not be with 1.03a?) get this guy experience. It will serve you well when (and if) you support Barbarossa.

Victory and Annexation!

You have won the war, annexed the Republicans and now own all of Spain. Congrats! You’re on your way to being a solid contributor to the fascist world cause. Now another dirty revelation by your author: I cheated again and gave a slight bump in skill level to a few tech teams. This is optional, but my rationale was more for fun game play than world conquest. I didn't go nuts, but I made three of my teams level 6 and one team level 7. Now this makes the research faster and makes you a more viable force later in the game, particularly if you choose the Axis path so you can maximize blueprints that are given to you. I'm not going to tell you whom to bump, because it's dependent on your play style. Look at the teams you have, determine who fits your needs, and give them a push. Yeah it's a cheat, but our purpose here is to be a viable contributor to the Axis, not just play defense the entire game.

Remember to adjust your sliders as well. You should have done that right when you reloaded as the Nationalists. Either way it's not going to occur every January 1 so you have to remember to do it. There are a lot of options for your sliders. I went for Central Planning because of the bump in IC. Go read the wiki page on the slider settings to get an idea of what's achievable with Spain.

Research Priorities

I started researching Carriers right away. Spain has crap for techs and you really have to get up to speed to match Italy or the UK, but if you focus on Carriers you will reap benefits by '39 and you should have a formidable fleet that has 6 carriers with your original surface fleet. You can start building level I carriers right away and I recommend this as it takes a year to complete. They aren't quality ships and they won't upgrade, but as they are being built you're researching more carrier techs and with each one a new CAG upgrade. Crucially, CAGs will upgrade, so your level I carriers, by '39, will have level IV CAGs.

Carriers are the powerhouses of the naval theatre and you already have a surface fleet (albeit not a good one), so it's my recommendation that you develop carriers exclusively. You're 3 carrier techs behind in 1936 and it will take you over year to get them all. Once that's done move on to destroyers, the goal being upgraded destroyers that with your level I carriers will give you a nice second fleet and an offensive force. I suggest you read the primer on naval combat. I can't claim to understand it fully, but can confirm that 3:1 or even 2:1 screening for ships does wonders for positioning and combat. A 6 carrier/18 destroyer force can be a real powerhouse, and with Spain you can achieve this goal and provide a much-needed boost to the Axis shortcomings in naval prowess.

Keep one research slot dedicated to industrial technologies, but stay away from the manpower techs (I know your instinct is to get that up and running) because you don't have the IC to support a large force anyway, and you will have about 1000 manpower in 38-39 which should be sufficient for your needs. Stick to IC and research modifiers. You will need to get radar as well at some point if you want interceptor cover. Just plug away here and research techs in their historical years so you minimize your research time. Remember, you aren't Germany. You don't have high quality research teams nor slots to throw away on completing '39 infantry in '37.

The other tech slot should float between doctrines and your desires. The research aspect of the game is really dependent on the player's preference, and because Spain starts with nothing you can determine its path based on your own style. Bear in mind that once you join an alliance you will likely get blueprints given to you. If you plan to join the Allies you might want to research infantry and armor as they will give you plenty of naval techs, and vice versa with the Axis. I used my third tech slot on naval doctrine to support my carrier fleet. Throw in light armor for your small tank army, and advance your air force one tech level before the war.

The State of the Army

By the end of the Civil War you have probably noticed a couple of issues with your army.

First, your army is outdated with lots of militia and 1918 infantry. Disband the militia straight away as they have little or no value in my opinion and eat supplies. You should have plenty of supplies for the moment so dump your IC into upgrades and get those infantry up to '36. You will burn thousands of supplies this way, but your army is in dire need of a boost. At this point your army should consist of roughly 15-18 infantry divisions, 2 tanks divisions, 1 cavalry division, 1 mountain division and 5 or so assorted brigades. You will notice that some of your divisions in your deployment queue from the Civil War can only be deployed in Africa and the islands. Deploy them and ship them home to Spain ASAP as leaving them in the queue kills your TC, and leaving them abroad serves no purpose. I know the starting military situation is not impressive - it's downright ugly - but remember your commanders got a lot of experience in the Civil War which makes them fight better.

Second, you have virtually no air force at all. You might have 1-2 interceptor squadrons (again this seems to be at random from the Civil War event) which are up to date, but that hardly qualifies as a "force". Having been manhandled by Allied air raids many times, I build interceptors to defend my main holdings, and support them with radar stations in La Coruna, Madrid, Seville and Barcelona. I group 2 squadrons in each province and, over time, develop radar that helps the interceptor missions. La Coruna is a favorite entry point for the Allies as it is closest to the UK, so that should be the focus of your air defense.

I also build an offensive air wing comprised of 4 tactical bomber squadrons. Tactical bombers do a little bit of everything and overall are very diverse units. With 1.3a tactical bombers and interdiction missions have really been beefed up, and for a small country like Spain having a force of TACs to support your offensive maneuvers can be the difference between victory or defeat. Tactical bombers are expensive to build, though, and it's going to hurt when you commit to them, but their offensive value has been tweaked up so much that it's hard to ignore them. Coupled with their ability to complete any air mission (except transport), I strongly urge you to build them.

I upgrade my tank armies to 6 total divisions with engineer brigades. Light tanks are fine for early in the game; you aren't launching Barbarossa yourself, so even for all you Panzer generals 6 divisions is sufficient unless you want to go annexing for oil, which might be a fun alternative game. 3 tank divisions is enough to get by, and should be able to hold their own for the early part of the game - particularly for a quick hit in southern France once you join the Axis.

Waiting

Whatever you decide to do after the Civil War, you're waiting for upgrades and assessing potential military targets. You're also contemplating how you're going to build an air force and tanks when you only have a year and are already dedicated to carriers and CAGs. This is where the Nationalist Spain game is painful, because you have crap to start with. While there are many strategies in HOI, my purpose for this write-up was to show a supporting role for the Axis powers. Their war starts in '39. Yours starts when you want it to. I am not a proponent of building industries or infrastructure, but I accept the other side of the argument that over time it can pay dividends. You decide for yourself. I tweaked my IC to get me 40, then conquered the rest.

I have played offensively and been defeated, and I have played defensively and been defeated. The only time I had a chance of finishing the game as Spain was when my allies (the Axis) got the bitter peace event. We closed off the Mediterranean and Japan was surviving against the US, while I personally performed Sea Lion and after that the UK started to crumble. I bailed on the game for other issues but unless the US had a magic wand I don't think they could have defeated the Axis. As you're waiting for things to upgrade and techs to be researched, decide what you want to do with Spain. Bear in mind that as Spain you're limited in almost every aspect of the HOI2 game engine.

Axis Support Game

You can build up your force and once Germany declares on Belgium (normally after Poland in the spring of 1940), you join the Axis or declare on France yourself. If you wait this long, Gibraltar will have 1 garrison division in defense. I said before that your location was an asset. Gibraltar is why. Take it immediately while you press into southern France; you can usually grab some provinces before Vichy, but France will put up a fight. Gibraltar is still the bigger fish mainly because I have yet to see the Italian AI perform well against the UK in Africa. Closing Gibraltar helps, not only that but depending on your force structure you might be able to help Italy out and grab some land yourself in North Africa.

Helping Italy out is the main function of the “Axis support game”. Germany should be fine on its own (at least early on, though Barbarossa might be another story). Commit your carriers to the Mediterranean and help Italy throw the Brits out of Africa. This opens up the Middle East to conquest and gives you a southern front on the Balkans and Russia. Italy seems to struggle with Greece as well, and should you have forces in the area you might be able to annex them yourself. Helping Italy helps Germany, but remember not to get preoccupied with your own conquests early in the war. If the Mediterranean is secure, Italy can focus on Greece, and you can focus on the Middle East.

Once the Mediterranean is secure begin fortifying your own coastal defenses. Only once have I seen the AI attempt a landing in Spain early on, and that was after I took Portugal. The US will come in eventually and you should use your 6 armor divisions as support for repelling any invasions up and down your portion of the Atlantic coast (remember you may have a good portion of southern France). Now this can be boring as it might be a year or longer before they come, but rest assured that at some point the Axis will have to look west and when they do your ability to defend the Atlantic wall might be its best chance at survival.

In a best case scenario Germany got the bitter peace and now you can go for Sea Lion or move on to Canada. In the worst case you helped Italy defeat the UK in Africa and gave yourself the option of going into the Middle East or the Balkans. Either way you supported the Axis's Achilles heel, the Italian AI. Obviously every game varies, Italy might be just fine and you might be free to take Britain or Ireland if you choose.

The Spanish Pond Game

Italy is clearly your superior in terms of IC and tech but it lacks the ability to execute its objectives without help. In short, the AI Italy isn't up to the task (alone) of controlling the Mediterranean. A human-controlled Spain can, at a price, but that price is very high dissent and probable early entry into the war. Personally I have found Yugoslavia to be the best overall target for a couple of reasons. First, you can use your superior navy to support your invasion, second, you have experienced leaders from the Civil War, and third (and most important), you can devote your entire military to the operation without fear of a DOW from the Allies or the Axis.

You need to land somewhere first, as beachheads are hard to establish. I take Albania as they have no defense and you get an automatic foothold in the Balkans. Sadly it comes at a 7% dissent hit which is no small amount given your lack of IC. However, logistically, it's a great base of operations. Move your navy and most of your army there and DOW Yugoslavia (at another 7% dissent hit).

Yugoslavia has a lot of people who are friendly or guarantors, and depending on your belligerence they may declare on you. I have never had Italy or Germany declare on me, and I declared in early 37 so I wouldn't worry about that. However Hungary and Romania are both possibilities and Turkey (in my experience) is a certainty. Taking out Yugoslavia should be straightforward: your '36 infantry should be sufficient to handle the Slavs. Like the Civil War, Yugoslavia is not a complex operation.

Turkey will pester you with their fleet (assuming they declare), but this can be stopped with the fleet you start with after the Civil War. Annex Yugoslavia and begin probing the Black Sea for Turkish defenses. Turkey is a problem because you have to land on one of their defended beaches, but you should have 6 transports if you didn’t get them sunk during the Civil War. Load them with 3 armies of 2 divisions each and time your landings 3 hours apart. You ought to be able to get a beachhead and from there your army should win the day.

The problem is Hungary, Romania and Bulgaria. If they DOW you might be in some trouble because you're spread thin. Immediately take your Turkish invasion force and land in Romania (even if you haven’t finished in Turkey), if you can get the beachhead you can quickly take two of their VP provinces. I like to puppet Romania because it's got a decent starting army which you can control later during Barbarossa if need be, and which can help deal with your situation in Turkey. Remember the price I talked about? Puppeting, annexing, and general Balkan mischief will cost you in dissent. If you review your ministers, you should find a Prince of Terror who allows you to get more from those foreign territories. You can also edit your dissent down a touch in the save game to provide a way out of the mess as well... you wouldn’t be the first bloke to do so.

If Hungary declares I would consider forcing peace with the acceptall cheat, but give them some territories in Yugoslavia for their trouble. Going to war with Hungary has consequences on the event chain for Germany and might bring them into the war earlier, which in all probability will screw up the long term game for you. If you think you can take them and Romania, be my guest, but that's asking a lot out of Spain. At this point your belligerence is high, but you have a major foothold in the Balkans and are now the dominant force in the Mediterranean Sea. From here I consolidate and maybe appoint a Prince of Terror to get that foreign IC maxed out. Remember conquest is fun, but it also means more land to defend. Once the war starts you have easy access to the Middle East, and to Greece should you choose the Axis.

How are your relations with the USSR? Might make for a good game if you went Comintern considering your now vast Balkan empire. Then again, that's what Republican Spain is for.

Imperial Spain

How could we have gotten this far and not talked about Portugal? Its attractiveness is reduced by the fact that taking it increases your beach provinces in Iberia by 3, which isn't a sexy option by any means. Remember that your IC and TC are limited, so it's not like you're going to have a 75 division army to defend your vast shores. However taking Portugal has one distinct advantage, and that is that you get bases all over the world. Portugal has holdings in Africa as well as Macao in China and East Timor near Australia.

If you DOW Portugal no one is going to take much notice, but keep an eye on your belligerence and relations just in case. It will take time, but since their army is small you should be able to capture Portuguese holdings easily and annex, or at least force a peace resolution that enables you to get Macao. Remember to rebase fleets and set up convoys, and you can cover the globe.

Once you have Macao and get yourself organized you will note a budding little fascist country nearby called Siam. DOW and annex, but be careful here because you have to perform an amphibious assault which is tricky. Did you build marines? Whether you did or not, just use the staggered attack trick mentioned against Turkey and you should be fine. Annex them as well and you’re sitting on a resource gold mine. Singapore is next door should you go Axis, and so is Indochina if France decides to fight to the death.

You now have an African base, an Asian base, and a European base from which to stage operations. Will you take out the Dutch? The Belgian Congo isn't far either. India? Basically this gives you options, but remember that as Spain there is only so much you can do. Observing the AI and understanding what it's trying to do (is Japan heading toward India? Is Germany bogged down in the Ardennes?) will let you piggyback and help you gain territory from which you can create an empire.

Ministers

As it happens, Nationalist Spain has a decent variety available. A man of the people, an administrative genius, a prince a terror (if you conquer). Basically pick your poison. My purpose isn't to get into minister traits and advantages, but you do have some options.

Resources

Once you have annexed the Republicans you're not in too bad a shape. You do need energy, but Germany will often make a trade of 10 supplies for 100 energy without a problem. Remember that you don't need mammoth surpluses as Spain as you don't and won't have the IC to consume them. Grabbing a little oil isn't a bad idea, and here Venezuela will give you a decent deal.

Nationalist Spain

Starter

Spain is a fun minor to mess around with, but doesn’t have a whole lot going for it save for its location! This very humble preview is meant to get some semblance of a starter guide going, if for nothing else than to introduce players to a minor nation that can have an impact on the game.

Nationalist Spain has little IC, poor infrastructure, an outdated army and navy and virtually no air force, and has a shortage of resources. Additionally you have to beat the Republicans in the Spanish Civil war (unless you play another scenario). Clearly it's a weak minor to play, but it can be fun, challenging, and boring. This intro isn't meant to provide a WC guide to Spain, I personally picked up Spain after playing a lot of the other major nations, and I eked out another 20 or so quality gaming hours from HOI2 as a result of the endeavor.

If you're bored with the other majors and want to play a different kind of game, one that mainly supports the Axis and the AI then Spain is a good choice. If you want to dominate and demolish, well, Spain isn't really for you.

1936 Scenario Civil War

I played as Luxemburg until the civil war event pops up on July 18, 1936. I have noticed that 75% of the time the province split gives the Nationalists Seville, Madrid, and Barcelona. The other 25% of the time the Republicans get Madrid and a large portion of southern Spain, and you get Seville and its immediate western province. In this latter scenario I found the Republicans to be in a stronger position only because you need to encircle Madrid to cut off supply to the other armies. That entails taking lower infrastructure provinces to which the AI will often automatically deploy. Pick your poison, my goal was to win the Civil War as fast as possible and get the Nationalist government up and running. If you get the harder province split and want to have a go, kudos to you, and more experience for your generals.

So you save and reload as the Nationalists, and you get the Spanish fascism event that gives you some militia and an infantry unit in Seville. Split them up and start moving north to get a land connection to your capital. Remember to set up a supply convoy from La Coruna to Seville in the interim. You will notice your TC is red and you have few units; look at your deployment queue to find more units that become available on July 25. Sometimes these vary, but you will mostly have infantry, militia and maybe a tank division or cavalry. I honestly have never checked the AI files so I don’t know if it’s random, or if it's me.

You now are at the mercy of the AI and this is where we employ a gamey tactic. Sometimes Germany and Italy won't support Franco, and in that case you're pretty much screwed as you need the Condor Legion, its tactical bomber, and the Italians to really tackle the Republicans. Not to mention that sometimes France and England will support the Republicans and often that leads to a harder road. I am pretty sure that if France or England support the Republicans they get infantry. I don't know for sure as in my five tests of the event, France and England supported the Republicans the one time Germany and Italy did not support Franco. Are they linked? I don't know, but save and reload if it happens. Yes it's gamey but the point is to get Nationalist Spain up and running.

Once the events occur you want to go hard and fast at Guadalajara and Murcia which are the primary VP provinces remaining (assuming you got the favorable split and got Madrid, Seville and Barcelona.). I can't remember the other VP province in the south, but for the most part it seems that the AI reinforces Murcia and Guadalajara. Make sure that you allow the Republicans an escape to a non-VP province. Why? When you annex the Republicans you get all their units!

It isn't complicated to pull this off, just make sure you don't destroy the Republican units. They may not seem like much now, but you want those infantry divisions or you will have to build them yourself. At this point you need to assign your leaders to your divisions. You don't have a lot, but the experience gained in the Civil War will allow for some major generals to gain enough experience for promotion. The leaders aren't spectacular, but you have a few with offensive doctrine, one tank buster, and one panzer general. Get them in the fight. The experience you gain here with your leaders will make your small army more efficient later for your larger opponents.

When fighting the Republicans you will loose some of the battles as you are using militia, but in the end you should be able to annex by September 1. Just remember, let them have a non-VP province to retreat to! Now here is an admission: I tweaked the .csv files to give myself a slight bump in IC in a few key provinces so that I would have over 40 IC when I annexed the Republicans. Yes it's a cheat, but it's not like you're playing Germany, right? Do it, get the 3rd research slot.

The Spanish Civil War isn't a complex operation, so if you have played HOI2 before you should be able to handle it efficiently. Just remember to assign your leaders and get them experience. Even replace the German and Italian commanders, particularly with the TAC division. You only get 1 tank buster general with Spain, and if you are a proponent of air support for your offensive military operations (how can you not be with 1.03a?) get this guy experience. It will serve you well when (and if) you support Barbarossa.

Victory and Annexation!

You have won the war, annexed the Republicans and now own all of Spain. Congrats! You’re on your way to being a solid contributor to the fascist world cause. Now another dirty revelation by your author: I cheated again and gave a slight bump in skill level to a few tech teams. This is optional, but my rationale was more for fun game play than world conquest. I didn't go nuts, but I made three of my teams level 6 and one team level 7. Now this makes the research faster and makes you a more viable force later in the game, particularly if you choose the Axis path so you can maximize blueprints that are given to you. I'm not going to tell you whom to bump, because it's dependent on your play style. Look at the teams you have, determine who fits your needs, and give them a push. Yeah it's a cheat, but our purpose here is to be a viable contributor to the Axis, not just play defense the entire game.

Remember to adjust your sliders as well. You should have done that right when you reloaded as the Nationalists. Either way it's not going to occur every January 1 so you have to remember to do it. There are a lot of options for your sliders. I went for Central Planning because of the bump in IC. Go read the wiki page on the slider settings to get an idea of what's achievable with Spain.

Research Priorities

I started researching Carriers right away. Spain has crap for techs and you really have to get up to speed to match Italy or the UK, but if you focus on Carriers you will reap benefits by '39 and you should have a formidable fleet that has 6 carriers with your original surface fleet. You can start building level I carriers right away and I recommend this as it takes a year to complete. They aren't quality ships and they won't upgrade, but as they are being built you're researching more carrier techs and with each one a new CAG upgrade. Crucially, CAGs will upgrade, so your level I carriers, by '39, will have level IV CAGs.

Carriers are the powerhouses of the naval theatre and you already have a surface fleet (albeit not a good one), so it's my recommendation that you develop carriers exclusively. You're 3 carrier techs behind in 1936 and it will take you over year to get them all. Once that's done move on to destroyers, the goal being upgraded destroyers that with your level I carriers will give you a nice second fleet and an offensive force. I suggest you read the primer on naval combat. I can't claim to understand it fully, but can confirm that 3:1 or even 2:1 screening for ships does wonders for positioning and combat. A 6 carrier/18 destroyer force can be a real powerhouse, and with Spain you can achieve this goal and provide a much-needed boost to the Axis shortcomings in naval prowess.

Keep one research slot dedicated to industrial technologies, but stay away from the manpower techs (I know your instinct is to get that up and running) because you don't have the IC to support a large force anyway, and you will have about 1000 manpower in 38-39 which should be sufficient for your needs. Stick to IC and research modifiers. You will need to get radar as well at some point if you want interceptor cover. Just plug away here and research techs in their historical years so you minimize your research time. Remember, you aren't Germany. You don't have high quality research teams nor slots to throw away on completing '39 infantry in '37.

The other tech slot should float between doctrines and your desires. The research aspect of the game is really dependent on the player's preference, and because Spain starts with nothing you can determine its path based on your own style. Bear in mind that once you join an alliance you will likely get blueprints given to you. If you plan to join the Allies you might want to research infantry and armor as they will give you plenty of naval techs, and vice versa with the Axis. I used my third tech slot on naval doctrine to support my carrier fleet. Throw in light armor for your small tank army, and advance your air force one tech level before the war.

The State of the Army

By the end of the Civil War you have probably noticed a couple of issues with your army.

First, your army is outdated with lots of militia and 1918 infantry. Disband the militia straight away as they have little or no value in my opinion and eat supplies. You should have plenty of supplies for the moment so dump your IC into upgrades and get those infantry up to '36. You will burn thousands of supplies this way, but your army is in dire need of a boost. At this point your army should consist of roughly 15-18 infantry divisions, 2 tanks divisions, 1 cavalry division, 1 mountain division and 5 or so assorted brigades. You will notice that some of your divisions in your deployment queue from the Civil War can only be deployed in Africa and the islands. Deploy them and ship them home to Spain ASAP as leaving them in the queue kills your TC, and leaving them abroad serves no purpose. I know the starting military situation is not impressive - it's downright ugly - but remember your commanders got a lot of experience in the Civil War which makes them fight better.

Second, you have virtually no air force at all. You might have 1-2 interceptor squadrons (again this seems to be at random from the Civil War event) which are up to date, but that hardly qualifies as a "force". Having been manhandled by Allied air raids many times, I build interceptors to defend my main holdings, and support them with radar stations in La Coruna, Madrid, Seville and Barcelona. I group 2 squadrons in each province and, over time, develop radar that helps the interceptor missions. La Coruna is a favorite entry point for the Allies as it is closest to the UK, so that should be the focus of your air defense.

I also build an offensive air wing comprised of 4 tactical bomber squadrons. Tactical bombers do a little bit of everything and overall are very diverse units. With 1.3a tactical bombers and interdiction missions have really been beefed up, and for a small country like Spain having a force of TACs to support your offensive maneuvers can be the difference between victory or defeat. Tactical bombers are expensive to build, though, and it's going to hurt when you commit to them, but their offensive value has been tweaked up so much that it's hard to ignore them. Coupled with their ability to complete any air mission (except transport), I strongly urge you to build them.

I upgrade my tank armies to 6 total divisions with engineer brigades. Light tanks are fine for early in the game; you aren't launching Barbarossa yourself, so even for all you Panzer generals 6 divisions is sufficient unless you want to go annexing for oil, which might be a fun alternative game. 3 tank divisions is enough to get by, and should be able to hold their own for the early part of the game - particularly for a quick hit in southern France once you join the Axis.

Waiting

Whatever you decide to do after the Civil War, you're waiting for upgrades and assessing potential military targets. You're also contemplating how you're going to build an air force and tanks when you only have a year and are already dedicated to carriers and CAGs. This is where the Nationalist Spain game is painful, because you have crap to start with. While there are many strategies in HOI, my purpose for this write-up was to show a supporting role for the Axis powers. Their war starts in '39. Yours starts when you want it to. I am not a proponent of building industries or infrastructure, but I accept the other side of the argument that over time it can pay dividends. You decide for yourself. I tweaked my IC to get me 40, then conquered the rest.

I have played offensively and been defeated, and I have played defensively and been defeated. The only time I had a chance of finishing the game as Spain was when my allies (the Axis) got the bitter peace event. We closed off the Mediterranean and Japan was surviving against the US, while I personally performed Sea Lion and after that the UK started to crumble. I bailed on the game for other issues but unless the US had a magic wand I don't think they could have defeated the Axis. As you're waiting for things to upgrade and techs to be researched, decide what you want to do with Spain. Bear in mind that as Spain you're limited in almost every aspect of the HOI2 game engine.

Axis Support Game

You can build up your force and once Germany declares on Belgium (normally after Poland in the spring of 1940), you join the Axis or declare on France yourself. If you wait this long, Gibraltar will have 1 garrison division in defense. I said before that your location was an asset. Gibraltar is why. Take it immediately while you press into southern France; you can usually grab some provinces before Vichy, but France will put up a fight. Gibraltar is still the bigger fish mainly because I have yet to see the Italian AI perform well against the UK in Africa. Closing Gibraltar helps, not only that but depending on your force structure you might be able to help Italy out and grab some land yourself in North Africa.

Helping Italy out is the main function of the “Axis support game”. Germany should be fine on its own (at least early on, though Barbarossa might be another story). Commit your carriers to the Mediterranean and help Italy throw the Brits out of Africa. This opens up the Middle East to conquest and gives you a southern front on the Balkans and Russia. Italy seems to struggle with Greece as well, and should you have forces in the area you might be able to annex them yourself. Helping Italy helps Germany, but remember not to get preoccupied with your own conquests early in the war. If the Mediterranean is secure, Italy can focus on Greece, and you can focus on the Middle East.

Once the Mediterranean is secure begin fortifying your own coastal defenses. Only once have I seen the AI attempt a landing in Spain early on, and that was after I took Portugal. The US will come in eventually and you should use your 6 armor divisions as support for repelling any invasions up and down your portion of the Atlantic coast (remember you may have a good portion of southern France). Now this can be boring as it might be a year or longer before they come, but rest assured that at some point the Axis will have to look west and when they do your ability to defend the Atlantic wall might be its best chance at survival.

In a best case scenario Germany got the bitter peace and now you can go for Sea Lion or move on to Canada. In the worst case you helped Italy defeat the UK in Africa and gave yourself the option of going into the Middle East or the Balkans. Either way you supported the Axis's Achilles heel, the Italian AI. Obviously every game varies, Italy might be just fine and you might be free to take Britain or Ireland if you choose.

The Spanish Pond Game

Italy is clearly your superior in terms of IC and tech but it lacks the ability to execute its objectives without help. In short, the AI Italy isn't up to the task (alone) of controlling the Mediterranean. A human-controlled Spain can, at a price, but that price is very high dissent and probable early entry into the war. Personally I have found Yugoslavia to be the best overall target for a couple of reasons. First, you can use your superior navy to support your invasion, second, you have experienced leaders from the Civil War, and third (and most important), you can devote your entire military to the operation without fear of a DOW from the Allies or the Axis.

You need to land somewhere first, as beachheads are hard to establish. I take Albania as they have no defense and you get an automatic foothold in the Balkans. Sadly it comes at a 7% dissent hit which is no small amount given your lack of IC. However, logistically, it's a great base of operations. Move your navy and most of your army there and DOW Yugoslavia (at another 7% dissent hit).

Yugoslavia has a lot of people who are friendly or guarantors, and depending on your belligerence they may declare on you. I have never had Italy or Germany declare on me, and I declared in early 37 so I wouldn't worry about that. However Hungary and Romania are both possibilities and Turkey (in my experience) is a certainty. Taking out Yugoslavia should be straightforward: your '36 infantry should be sufficient to handle the Slavs. Like the Civil War, Yugoslavia is not a complex operation.

Turkey will pester you with their fleet (assuming they declare), but this can be stopped with the fleet you start with after the Civil War. Annex Yugoslavia and begin probing the Black Sea for Turkish defenses. Turkey is a problem because you have to land on one of their defended beaches, but you should have 6 transports if you didn’t get them sunk during the Civil War. Load them with 3 armies of 2 divisions each and time your landings 3 hours apart. You ought to be able to get a beachhead and from there your army should win the day.

The problem is Hungary, Romania and Bulgaria. If they DOW you might be in some trouble because you're spread thin. Immediately take your Turkish invasion force and land in Romania (even if you haven’t finished in Turkey), if you can get the beachhead you can quickly take two of their VP provinces. I like to puppet Romania because it's got a decent starting army which you can control later during Barbarossa if need be, and which can help deal with your situation in Turkey. Remember the price I talked about? Puppeting, annexing, and general Balkan mischief will cost you in dissent. If you review your ministers, you should find a Prince of Terror who allows you to get more from those foreign territories. You can also edit your dissent down a touch in the save game to provide a way out of the mess as well... you wouldn’t be the first bloke to do so.

If Hungary declares I would consider forcing peace with the acceptall cheat, but give them some territories in Yugoslavia for their trouble. Going to war with Hungary has consequences on the event chain for Germany and might bring them into the war earlier, which in all probability will screw up the long term game for you. If you think you can take them and Romania, be my guest, but that's asking a lot out of Spain. At this point your belligerence is high, but you have a major foothold in the Balkans and are now the dominant force in the Mediterranean Sea. From here I consolidate and maybe appoint a Prince of Terror to get that foreign IC maxed out. Remember conquest is fun, but it also means more land to defend. Once the war starts you have easy access to the Middle East, and to Greece should you choose the Axis.

How are your relations with the USSR? Might make for a good game if you went Comintern considering your now vast Balkan empire. Then again, that's what Republican Spain is for.

Imperial Spain

How could we have gotten this far and not talked about Portugal? Its attractiveness is reduced by the fact that taking it increases your beach provinces in Iberia by 3, which isn't a sexy option by any means. Remember that your IC and TC are limited, so it's not like you're going to have a 75 division army to defend your vast shores. However taking Portugal has one distinct advantage, and that is that you get bases all over the world. Portugal has holdings in Africa as well as Macao in China and East Timor near Australia.

If you DOW Portugal no one is going to take much notice, but keep an eye on your belligerence and relations just in case. It will take time, but since their army is small you should be able to capture Portuguese holdings easily and annex, or at least force a peace resolution that enables you to get Macao. Remember to rebase fleets and set up convoys, and you can cover the globe.

Once you have Macao and get yourself organized you will note a budding little fascist country nearby called Siam. DOW and annex, but be careful here because you have to perform an amphibious assault which is tricky. Did you build marines? Whether you did or not, just use the staggered attack trick mentioned against Turkey and you should be fine. Annex them as well and you’re sitting on a resource gold mine. Singapore is next door should you go Axis, and so is Indochina if France decides to fight to the death.

You now have an African base, an Asian base, and a European base from which to stage operations. Will you take out the Dutch? The Belgian Congo isn't far either. India? Basically this gives you options, but remember that as Spain there is only so much you can do. Observing the AI and understanding what it's trying to do (is Japan heading toward India? Is Germany bogged down in the Ardennes?) will let you piggyback and help you gain territory from which you can create an empire.

Ministers

As it happens, Nationalist Spain has a decent variety available. A man of the people, an administrative genius, a prince a terror (if you conquer). Basically pick your poison. My purpose isn't to get into minister traits and advantages, but you do have some options.

Resources

Once you have annexed the Republicans you're not in too bad a shape. You do need energy, but Germany will often make a trade of 10 supplies for 100 energy without a problem. Remember that you don't need mammoth surpluses as Spain as you don't and won't have the IC to consume them. Grabbing a little oil isn't a bad idea, and here Venezuela will give you a decent deal.